WO2026016646A1 - 虚拟对象的控制方法、装置、设备及存储介质 - Google Patents
虚拟对象的控制方法、装置、设备及存储介质Info
- Publication number
- WO2026016646A1 WO2026016646A1 PCT/CN2025/097916 CN2025097916W WO2026016646A1 WO 2026016646 A1 WO2026016646 A1 WO 2026016646A1 CN 2025097916 W CN2025097916 W CN 2025097916W WO 2026016646 A1 WO2026016646 A1 WO 2026016646A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- skill
- virtual object
- release
- virtual
- movement
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Pending
Links
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
Definitions
- This application relates to the field of computer technology, and in particular to a method, apparatus, device, and storage medium for controlling virtual objects.
- Displacement skills refer to skills in games that cause the player's main character or related characters to change their absolute position in the game's coordinate system.
- a caching mechanism is set up during the displacement process.
- the game character receives the skill release operation input by the user and obtains the position of the game character when the skill release operation is received.
- the skill is released based on the skill release operation input during the displacement process and the position of the game character when the skill release operation is received.
- This application provides a method, apparatus, device, and storage medium for controlling virtual objects, improving the accuracy of skill release and enhancing human-computer interaction efficiency.
- the technical solution provided by this application is as follows:
- a method for controlling a virtual object is provided, the method being executed by a terminal device, the method comprising:
- the virtual object In response to a displacement operation on the virtual object, the virtual object is controlled to move in the virtual scene, the displacement operation being used to implement the movement process of moving the virtual object from a first position to a second position in the virtual scene;
- a first skill release operation is received for the virtual object.
- the first skill release operation is used to control the virtual object to release a directional first skill.
- the first skill release operation is received when the virtual object moves to a third position in the virtual scene.
- the third position is any position of the virtual object during the movement process from the first position in the virtual scene to the second position.
- a control device for a virtual object comprising:
- An object display module is used to display a virtual scene, which includes virtual objects
- a movement control module is used to control the virtual object to move in the virtual scene in response to a displacement operation on the virtual object, wherein the displacement operation is used to realize the movement process of moving the virtual object from a first position to a second position in the virtual scene;
- An operation receiving module is used to receive a first skill release operation for the virtual object during the movement process.
- the first skill release operation is used to control the virtual object to release a directional first skill.
- the first skill release operation is received when the virtual object moves to a third position in the virtual scene.
- the third position is any position of the virtual object during the movement process from the first position in the virtual scene to the second position.
- a skill control module is used to control the virtual object to release the first skill based on the second position.
- a terminal device including a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the above-described virtual object control method.
- a computer-readable storage medium wherein a computer program is stored in the computer-readable storage medium, the computer program being loaded and executed by a processor to implement the above-described method for controlling virtual objects.
- a computer program product including a computer program, the computer program being loaded and executed by a processor to implement the above-described method for controlling virtual objects.
- This paper presents a method to optimize skill release during the movement of a virtual object.
- By controlling the displacement of the virtual object it moves from a first position to a second position in the virtual scene.
- a first skill release operation can be received, allowing the virtual object to release the first skill based on the second position. Since the second position is the endpoint of the movement, and the first skill release operation is an input operation during the movement, this method of controlling the virtual object to release the first skill based on the second position calculates the output based on the endpoint of the movement and the input operation during the movement, thus releasing the first skill based on the second position.
- this method calculates the output based on the endpoint of the movement, improving the accuracy of skill release and thus enhancing human-computer interaction efficiency.
- the first skill released in this way is more in line with user expectations, thus improving user game satisfaction.
- Figure 1 is a schematic diagram of the implementation environment of a solution provided in an embodiment of this application.
- Figure 2 is a schematic diagram of the drag operation provided by the related technology
- Figure 3 is a schematic diagram illustrating the release of direction selection skills and position selection skills provided by related technologies
- Figure 4 is a schematic diagram of the skill output provided by the relevant technology
- Figure 5 is a comparative schematic diagram of an embodiment of this application and related technical embodiments provided in one embodiment of this application;
- Figure 6 is a flowchart of a virtual object control method provided in an embodiment of this application.
- Figure 7 is a schematic diagram of the release of a direction selection skill provided in an embodiment of this application.
- Figure 8 is a schematic diagram illustrating the release of a location selection skill according to an embodiment of this application.
- Figure 9 is a flowchart of the output corresponding to a user input operation provided in an embodiment of this application.
- Figure 10 is a flowchart of a virtual object control method provided in another embodiment of this application.
- Figure 11 is a flowchart of a virtual object control method provided in another embodiment of this application.
- Figure 12 is a block diagram of a virtual object control device provided in an embodiment of this application.
- Figure 13 is a structural block diagram of a computer device provided in one embodiment of this application.
- Virtual Scene This is the environment displayed (or provided) by an application when it runs on a terminal device.
- the virtual scene can be a simulation of the real world, a semi-simulated/semi-fictional 3D world, or a purely fictional 3D world.
- the virtual scene can be any of a 2D, 2.5D, or 3D virtual scene.
- the virtual scene can also be used for virtual scene battles between at least two virtual objects, and the virtual scene has virtual resources available to both virtual objects.
- the virtual scene includes open-world virtual scenes with at least one level or task, where virtual objects can freely choose the time and method to complete the task.
- Virtual Objects These refer to both movable and immovable objects in a virtual scene.
- Movable objects can be at least one of virtual characters, virtual animals, or anime characters.
- Immovable objects can be at least one of virtual buildings, virtual plants, or virtual terrain.
- the virtual objects when the virtual scene is a three-dimensional virtual scene, the virtual objects can be three-dimensional virtual models. Each virtual object has its own shape and volume in the three-dimensional virtual scene and occupies a portion of the space within the scene.
- virtual objects are three-dimensional characters constructed based on three-dimensional human skeleton technology. These virtual objects achieve different appearances by wearing different skins.
- virtual objects can also be implemented using 2.5D or 2D models; this application does not limit this.
- User-controlled virtual objects are movable objects controlled by the client in the virtual scene.
- Server-controlled virtual objects are virtual objects controlled by automatic control algorithms or artificial intelligence programs on the client or server.
- Server-controlled virtual objects include both movable and immovable objects in the virtual scene.
- an inactive object can respond to or influence the activity of an active object; for instance, an active object can destroy an inactive object, or an active object can enter an inactive state when it enters an inactive object.
- the virtual object in this application is a client-controlled virtual object.
- Figure 1 shows a schematic diagram of an implementation environment provided by an embodiment of this application.
- This implementation environment can realize a control system that becomes a virtual object.
- the implementation environment may include: terminal device 10 and server 20.
- Terminal device 10 may be at least one electronic device such as a mobile phone, tablet computer, game console, e-book reader, multimedia playback device, wearable device, PC (Personal Computer), or in-vehicle terminal.
- a client for a target application (such as a game application) may be installed on terminal device 10.
- the target application may be an application that requires downloading and installation, or it may be an application that can be used instantly; this embodiment of the application does not limit this.
- the target application can be a game application, including at least one of shooting applications, racing applications, and multiplayer online tactical competitive games; this application does not limit this.
- the target application can provide a virtual scene for a virtual object that the user can immerse and manipulate to perform activities in the virtual scene, such as walking, jumping, crawling, fighting, and shooting.
- the target application can be a MOBA (Multiplayer Online Battle Arena) game, a shooting game, a multiplayer shooting survival game, a virtual reality (VR) shooting application, an augmented reality (AR) application, a 3D mapping application, a social application, or an interactive entertainment application.
- MOBA Multiplayer Online Battle Arena
- VR virtual reality
- AR augmented reality
- the form or shape of the virtual objects provided by different applications will vary, and their corresponding functions will also differ; these can be designed according to actual needs, and this application embodiment does not limit this.
- the terminal device 10 runs a client of the aforementioned application.
- the above application is an application developed based on a three-dimensional virtual scene engine, such as the Unity engine.
- This virtual scene engine can construct at least one of three-dimensional virtual scenes, virtual objects, and virtual props, bringing users a more immersive gaming experience.
- the aforementioned virtual scene refers to a scene created for virtual objects to engage in activities (such as gaming competitions), such as at least one of virtual houses, virtual islands, and virtual maps.
- the aforementioned virtual object refers to at least one of the following: a virtual character, a virtual vehicle, or a virtual item controlled by a user account within the target application.
- This application does not limit the scope of the virtual object.
- a virtual object refers to a game character controlled by a user account within the game application.
- Virtual objects can be in the form of a human character, an animal, a cartoon character, or other forms; this application does not limit the scope of the virtual object.
- a virtual object can be a virtual vehicle in a virtual scene, such as at least one of a virtual car, a virtual hot air balloon, or a virtual motorcycle that can be controlled by the user.
- Server 20 provides background services for clients of the target application installed and running on terminal device 10.
- server 20 can be the background server for the aforementioned game application.
- Server 20 can be a single server, a server cluster consisting of multiple servers, or a cloud computing service center.
- server 20 can simultaneously provide background services for target applications on multiple terminal devices 10. Terminal devices 10 and server 20 can communicate with each other via a network.
- tapping is a common operation method in game applications. Specifically, it involves pressing down vertically on the screen of a terminal device without performing at least one of the following operations: sliding or dragging.
- Dragging is another common operation method in game applications. Specifically, it involves pressing down on the screen and then sliding or dragging the hand parallel to the screen a certain distance before lifting it.
- tapping is often used to activate skills that don't require target, position, or direction selection. For instance, skills that increase attack speed or health of a virtual object are often implemented using tapping.
- the behavior is actually a selection operation relative to the origin (the position of the virtual object in the virtual scene).
- the virtual scene screen 200 displays a virtual scene, which includes a virtual object 201.
- Virtual object 201 is the game character controlled by the user account in the game application.
- the virtual scene screen also displays a drag control 202, which is used to select the direction and distance of skill release.
- drag control 202 is used to select the direction and distance of skill release.
- dragging the skill joystick to the lower right using drag control 202 selects the lower right direction to release the skill. In fact, this is selecting to release the skill in the (1, -1) direction based on the origin in the Cartesian coordinate system corresponding to the virtual scene.
- the Cartesian coordinate system corresponding to the virtual scene has the position of the virtual object in the virtual scene as the origin, the length of the virtual scene screen as the x-axis, and the width of the virtual scene screen as the y-axis.
- Figure 3(1) shows a schematic diagram of the release of a direction-selection skill
- Figure 3(2) shows a schematic diagram of the release of a position-selection skill.
- a virtual object 301 is displayed in the virtual scene 300.
- the virtual object 301 selects the (1,1) direction 302 based on the origin in the Cartesian coordinate system to release the skill.
- direction-selection skills are skills that select a relative direction, which is a direction relative to the origin in the Cartesian coordinate system where the virtual object is located.
- the game application saves a vector value (relative value) input by the user, which is a direction relative to the origin.
- a virtual object 301 is displayed in the virtual scene screen 300.
- the virtual object 301 selects a position 303 based on the origin in the rectangular coordinate system to release a skill. Therefore, position selection skills are skills that select a distance while selecting a relative direction.
- the game application saves a coordinate (absolute value), which is a vector value based on the origin.
- the game application client After receiving user input on the terminal device, the game application client converts the input into output according to a pre-designed program. Generally, the output is calculated based on the position of the virtual object in the virtual scene at the time of the input operation; the concept of input is strongly related to the "current" position.
- a displacement skill refers to a skill that causes a change in the absolute position of the user's controlled virtual object or related virtual objects within the game application's coordinate system.
- Displacement skills include, but are not limited to, at least one of the following characteristics: linear displacement, curvilinear displacement, variable-speed displacement, uniform-speed displacement, teleportation, and non-teleportation.
- displacement skills are often designed to involve longer distances, shorter timeframes, and faster speeds.
- this design leads to a situation where, due to the excessively high speed and the limitations of human physiology, the user cannot accurately determine the virtual object's location during displacement. For example, during displacement, the user cannot determine at least one piece of information—the virtual object's position or the relative positions of other virtual objects—at every point in time.
- the caching mechanism Because of the caching mechanism during the displacement process, users can often output based on this.
- the caching mechanism it stores various data during the operation of virtual objects. Therefore, for balance and realism considerations during the game, when a virtual object performs a certain action, it is temporarily set to be unable to perform other actions. For example, if the virtual object's action is to throw a ball, then actions such as picking up an axe cannot be performed during the ball-throwing action. Only after the ball-throwing action is completed can the axe-picking action be performed. This setting can be called the pre-animation or post-animation.
- the program will save the user's action and implement the corresponding output for the input action received in the middle after the pre-animation or post-animation ends. For example, if the pre-animation of throwing a stone is 1 second, the virtual object can perform the axe-picking action in 0.99 seconds. Without the caching mechanism, the virtual object will not respond to the input of picking up the axe, which may lead to a very negative gaming experience for the user. Therefore, the user's actions during the pre-animation and post-animation are often cached, and the input during the pre-animation and post-animation is responded to when the pre-animation or post-animation ends. Therefore, users can also input during the displacement process.
- a virtual object 401 is displayed in the virtual scene screen 400.
- the virtual object 401 selects direction 402 to move from point a to point c.
- the user performs an input operation.
- the output should be calculated based on point b when the virtual object 401 reaches point c.
- the user expects the output to be calculated based on point c, which leads to inaccurate skill output in the relevant technology and does not meet the user's actual expectations.
- a comparative schematic diagram of the embodiments of this application and related technical embodiments can be referred to as Figure 5.
- a virtual object 501 is displayed in the virtual scene screen 500, and the virtual object 501 selects a direction 502 for displacement.
- Point A is the position where the user inputs a skill release operation during the displacement of the virtual object 501;
- point B is the endpoint of the displacement process;
- skill circle 503 is the range for releasing the skill based on point A, with a radius equal to the skill release distance;
- skill circle 504 is the range for releasing the skill based on point B.
- Point C is the output point of the skill release based on point A at the end of the displacement process in the related technology, and point D is the output point of the skill release based on point B at the end of the displacement process in the embodiment of this application.
- FIG. 6 shows a flowchart of a virtual object control method provided in an embodiment of this application.
- the executing entity for each step of this method can be a terminal device, which can have a client running a target application installed on it.
- the target application can be a game application.
- This method may include at least one of the following steps 610-640:
- Step 610 Display the virtual scene, which includes virtual objects.
- the terminal device displays a virtual scene, which includes virtual objects.
- the virtual objects are in a game state.
- the virtual scene view refers to the view of a virtual scene observed from the perspective of a virtual object.
- This perspective can be either a third-person or first-person view.
- the virtual scene view refers to the display screen shown to the user on a terminal device.
- This virtual scene view can be an image captured by a virtual camera from the virtual scene.
- the virtual camera captures the virtual scene view from the third-person perspective of the virtual object.
- the virtual camera is positioned diagonally above the virtual object, and the client observes the virtual scene with the virtual object as the center through the virtual camera, capturing and displaying the virtual scene view centered on the virtual object.
- the virtual camera captures the virtual scene view from the first-person perspective of the virtual object.
- the virtual camera is positioned directly in front of the virtual object, and the client observes the virtual scene from the perspective of the virtual object through the virtual camera, capturing and displaying the virtual scene view with the virtual object as the first-person perspective.
- the placement of the virtual camera is adjustable in real time.
- the user can adjust the position of the virtual camera through touch operations on the terminal device's display interface, thereby capturing virtual scene views corresponding to different positions.
- users can drag and drop virtual scene images to adjust the position of the virtual camera; or, for another example, users can click on a location in the map display control to set that location as the adjusted position of the virtual camera, thereby adjusting the position of the virtual camera.
- the aforementioned map display control refers to the control used to display the global map in the game application.
- Step 620 In response to a displacement operation on a virtual object, control the virtual object to move in the virtual scene.
- the displacement operation is used to move the virtual object from a first position to a second position in the virtual scene.
- Displacement operations on virtual objects are triggered by the user and are used to control the movement of virtual objects within a virtual scene.
- the client on the terminal device controls the virtual object to move from a first position to a second position within the virtual scene.
- Displacement operations on virtual objects include at least one of the following: operations for linear displacement, operations for curved position, operations for variable velocity displacement, operations for uniform velocity displacement, operations for instantaneous movement, and operations for non-instantaneous displacement.
- the displacement operation for the virtual object can be an operation where the user triggers a displacement shortcut key.
- the user triggering the displacement shortcut key can be a tap operation on the displacement shortcut key.
- the displacement shortcut key has a default displacement direction and a default displacement distance pre-set.
- the virtual object based on its current position in the virtual scene, moves according to the aforementioned default displacement direction and default displacement distance, performing the corresponding movement process.
- This movement process can also be called a displacement process.
- the default displacement direction and default displacement distance can be set by the user according to their personal displacement needs, or they can be pre-set by the game developers. This application does not limit the default displacement direction and default displacement distance.
- the default displacement direction can be the direction the virtual object faces in the virtual scene, or any direction in the Cartesian coordinate system corresponding to the virtual scene, such as (1,0), (1,-1), or (1,1), based on the origin.
- the default displacement distance can be the maximum distance the virtual object can release a skill from.
- the displacement operation for a virtual object can be an operation where the user selects a displacement direction using the direction selection control and then triggers a distance shortcut key.
- the user's operation of selecting the displacement direction using the direction selection control can be a drag operation of the direction selection control, and the user's operation of triggering the distance shortcut key can be a tap operation of the distance shortcut key.
- the distance shortcut key has a pre-set default displacement distance. Then, after the user selects a displacement direction based on the origin (the virtual object's position in the virtual scene) using the direction selection control, the movement process corresponding to the displacement operation is achieved according to the aforementioned default displacement distance.
- This default displacement distance can be set by the user according to their personal displacement needs, or it can be pre-set by the game developers; this application does not limit this.
- the displacement operation for a virtual object can be a flash operation for the virtual object.
- the displacement operation for the virtual object can be an operation where the user selects a displacement distance using a distance selection control and then triggers a direction shortcut key.
- the user's operation of selecting the displacement distance using the distance selection control can be a drag operation on the distance selection control
- the user's operation of triggering the direction shortcut key can be a tap operation on the direction shortcut key.
- the direction shortcut key has a pre-set default displacement direction, so after the user selects a displacement distance based on the origin using the distance selection control, the movement process corresponding to the displacement operation is performed according to the aforementioned default displacement direction.
- This default displacement direction can be set by the user according to their personal displacement needs, or it can be pre-set by the game developers; this application does not limit this.
- the displacement operation for a virtual object can be an operation where the user selects the displacement direction and displacement distance using a position selection control.
- This operation can also be a drag operation on the position selection control.
- the user can first select a displacement direction based on the origin using the position selection control, and then select a displacement distance based on the origin; or the user can first select a displacement distance based on the origin using the position selection control, and then select a displacement direction based on the origin. This achieves the movement process corresponding to the displacement operation.
- the displacement direction mentioned above refers to the direction of the second position relative to the first position.
- the first position is the starting position of the movement process
- the second position is the ending position of the movement process.
- the first position refers to the current location of the virtual object within the virtual scene
- the second position can be any location within the virtual scene.
- displacement distance refers to the straight-line distance between the first and second positions.
- the movement process can be a straight-line movement from the first position to the second position, or a curved movement from the first position to the second position. Therefore, the meaning of displacement distance is different from the meaning of movement distance in the movement process.
- Movement distance in the movement process refers to the total distance traveled by the virtual object during the movement.
- Step 630 During the movement, a first skill release operation is received for the virtual object.
- the first skill release operation is used to control the virtual object to release a directional first skill.
- the first skill release operation is received when the virtual object moves to the third position in the virtual scene.
- the third position is any position of the virtual object during the movement process from the first position to the second position in the virtual scene.
- a first skill release operation is received for the virtual object.
- the third position is any position the virtual object can occupy during its movement from the first position to the second position in the virtual scene.
- the third position could be any position on a straight line during the linear movement from the first position to the second position, or any position on a curve during the curved movement from the first position to the second position; this application does not limit the specific position.
- the first skill release operation for the virtual object is an operation triggered by the user to control the virtual object to release its first skill.
- the first skill is a directional skill. Furthermore, the first skill does not require immediate response; that is, after the user inputs a first skill release operation targeting a virtual object, the application does not need to immediately release the first skill.
- the first skill can be a skill that needs to be released based on a release direction, or a skill that needs to be released based on a release direction and a release distance.
- the release direction on which the first skill is based can be a direction selected by the user based on the origin, or it can be the default release direction of the first skill.
- the default release direction of the first skill can be the direction that the virtual object is facing in the virtual scene, the direction of other virtual objects associated with the first skill, or any direction based on the origin.
- direction-selection skills have a pre-configured skill release distance, that is, for direction-selection skills, after a release direction is determined, the skill is released based on the pre-configured release distance of the skill. If the first skill needs to be released based on a release direction and a release distance, then the release direction and release distance on which the first skill is based can be a release direction and release distance selected by the user based on the origin, or it can be the default release direction and default release distance of the first skill.
- the first skill can be a skill that needs to be released based on a release position in the virtual scene, or a skill that needs to be released based on a release direction and release distance to determine the release position.
- the release position can be a position in the virtual scene selected by the user, or it can be the default position of the first skill.
- the default position of the first skill can be the initial position where the virtual object appears in the virtual scene.
- the release position based on the first skill can be a release direction and release distance selected by the user based on the origin to determine the release position.
- direction selection skills include, but are not limited to, at least one of the following: directional attack skills, directional control skills, displacement skills, and support skills.
- Position selection skills include, but are not limited to, at least one of the following: displacement skills and position initialization skills.
- the first skill release operation for a virtual object can be an operation where the user triggers a shortcut key for the first skill.
- This user-triggered operation can be a tap on the shortcut key or a trigger operation via an external device.
- the first skill shortcut key has pre-set default release direction and default release distance.
- the virtual object is controlled to release the first skill according to its current position in the virtual scene, following the aforementioned default release direction and default release distance.
- the default release direction and default release distance of the first skill are pre-set by the game developers.
- the first skill release operation for a virtual object can also be a teleportation operation, whereby the virtual object can move the teleportation operation by the default release distance based on the direction it is facing in the virtual scene.
- the first skill release operation for a virtual object can also be a recall operation, whereby the virtual object returns to its initial position in the virtual scene.
- the release operation for the first skill targeting a virtual object can be an operation where the user selects a release direction using the direction selection control and then triggers the distance shortcut key.
- the user's operation of selecting a release direction using the direction selection control can be a drag operation on the direction selection control, and the user's operation of triggering the distance shortcut key can be a tap operation on the distance shortcut key.
- the distance shortcut key has a pre-set default release distance, so after the user selects a release direction based on the origin using the direction selection control, the first skill is released according to the aforementioned default release distance.
- the default release distance of the first skill is pre-set by the game developers.
- the release operation for the first skill on the virtual object can be an operation where the user selects the release location through a location selection control.
- the user's release operation through the location selection control can be a drag operation, such as selecting the release direction and distance to determine the release location, or a tap operation, such as selecting the release location through a tap.
- the movement process data includes at least one of the following: a first position, a second position, the movement speed of the virtual object, the movement duration, and the movement distance.
- the first skill release operation data includes: a third position and data of the first skill release operation.
- the movement process data includes at least one piece of data during the movement of a virtual object from a first position to a second position in the virtual scene, including at least one of the following: the first position (the starting position of the movement process), the second position (the ending position of the movement process), the movement speed of the virtual object, the movement duration of the movement process, and the movement distance (the total distance of the route traversed during the movement process).
- the movement process data is based on displacement operations performed on the virtual object.
- the movement speed of the virtual object is determined by the type of displacement operation, and the movement duration and movement distance are determined by the type of displacement operation and the ending position (second position) of the displacement operation.
- the data for the first skill release operation includes the third position and the data for the first skill release operation itself.
- the data for the first skill release operation includes the identification data of the first skill and the operation data of the first skill release operation. Specifically, the identification data of the first skill is used to indicate the first skill, and the operation data of the first skill release operation is used to indicate at least one of the operation direction, operation distance, and operation position of the first skill release operation.
- the operation data of the first skill release operation is used to determine the release parameters of the first skill.
- the specific process can be referred to in the following embodiment.
- the game application can prevent virtual objects from releasing other skills during movement based on the stored data. At the same time, it can also ensure that the first skill release operation is responded to when the movement ends, thus achieving seamless action of virtual objects and timely meeting the user's game needs.
- the virtual object When a caching mechanism is configured during movement, the virtual object releases its first skill based on its second position. When a caching mechanism is not configured during movement, the first skill release operation is not responded to when the movement ends; that is, the virtual object does not release its first skill when the movement ends.
- Step 640 Control the virtual object to release the first skill based on the second position.
- the control virtual object releases the first skill based on the second position, that is, the first skill is the output calculated based on the second position and the input operation (the first skill release operation).
- step 640 if the movement process meets the conditions, the step of controlling the virtual object to release the first skill based on the second position is performed, i.e., step 640 is performed.
- the virtual object is controlled to release the first skill based on the third position. That is, the first skill is the output calculated based on the third position and the input operation (the first skill release operation).
- the difference between the embodiments of this application and related technologies is that the related technologies do not have conditional limitations.
- the virtual object After receiving a first skill release operation for a virtual object, the virtual object is controlled to release the first skill at a third position when the movement process ends.
- the embodiments of this application have conditional limitations. If the movement process meets the conditions, the virtual object is controlled to release the first skill at a second position; if the movement process does not meet the conditions, the virtual object is controlled to release the first skill at a third position.
- the conditions during the movement process are used to determine whether the user can accurately determine the location of the virtual object during the movement. If the conditions are not met, it means that the user cannot accurately determine the location of the virtual object during the movement. If the conditions are met, it means that the user can accurately determine the location of the virtual object during the movement.
- the virtual object By imposing conditions on the movement process, the virtual object will only release its first skill from a second location if the user cannot accurately determine its position during movement. This allows the game application's output to better meet the user's expectations and improve the user experience.
- the conditions include at least one of the following: the movement speed of the virtual object is greater than or equal to a speed threshold; the movement duration of the movement process is less than or equal to a duration threshold; and the movement distance of the movement process is less than or equal to a distance threshold.
- the speed threshold, duration threshold, and distance threshold can be set according to actual technical needs.
- the condition includes that the virtual object's movement speed is greater than or equal to a speed threshold, then if the movement speed of the virtual object is greater than or equal to the speed threshold during the movement process, the virtual object is controlled to release the first skill from the second position. If the movement speed of the virtual object is less than the speed threshold during the movement process, the virtual object is controlled to release the first skill from the third position.
- the movement speed of the virtual object can refer to the average speed of the virtual object during the movement process or the instantaneous speed of the virtual object when it moves to the third position. If the movement process is implemented in response to a variable-speed displacement operation, then the average speed of the virtual object during the movement process is different from the instantaneous speed of the virtual object when it moves to the third position.
- the speed threshold is a threshold data calculated by game developers based on big data analysis of user judgments regarding the position of the virtual object during movement at different speeds; this application does not limit this threshold.
- the condition includes a movement duration less than or equal to a duration threshold
- the movement duration is calculated based on the type of displacement operation and the endpoint position (second position).
- the movement speed of the virtual object is determined based on the type of displacement operation
- the movement distance is determined based on the type of displacement operation, the starting position (first position), and the ending position (second position).
- the movement duration is then obtained based on the virtual object's movement speed and the movement distance.
- the duration threshold is calculated by game developers based on big data analysis of user perceptions of the virtual object's position during movement at different durations; this application does not impose any limitations on this threshold.
- the condition includes the movement distance being less than or equal to a distance threshold, then if the movement distance is less than or equal to the distance threshold, the virtual object is controlled to release the first skill from a second position. If the movement distance is greater than the distance threshold, the virtual object is controlled to release the first skill from a third position.
- the movement distance is calculated based on the type of displacement operation and the endpoint position (second position). The movement distance is determined based on the type of displacement operation, the starting position (first position), and the ending position (second position).
- the distance threshold is calculated by game developers based on big data analysis of user perceptions of the virtual object's position at different distances during movement; this application does not impose any limitations on this threshold.
- the conditions include both of the above, then, for example, if the conditions include the virtual object's movement speed being greater than or equal to a speed threshold and the movement duration being less than or equal to a duration threshold, then if the movement process satisfies the virtual object's movement speed being greater than or equal to the speed threshold and the movement duration being less than or equal to the duration threshold, the virtual object is controlled to release the first skill based on the second position. If the movement process satisfies the virtual object's movement speed being less than the speed threshold and the movement duration being greater than the duration threshold, the virtual object is controlled to release the first skill based on the third position.
- the virtual object's movement speed is greater than or equal to a speed threshold, the movement duration is less than or equal to a duration threshold, and the movement distance is less than or equal to a distance threshold, the virtual object will release its first skill from a second position. If during the movement process, if the virtual object's movement speed is less than a speed threshold, the movement duration is greater than a duration threshold, and the movement distance is greater than a distance threshold, the virtual object will release its first skill from a third position.
- the game application can intuitively determine whether the user can accurately identify the location of the virtual object during movement, thereby determining the output position of the first skill and effectively ensuring the accuracy of skill output to meet the user's gaming needs.
- the technical solution provided in this application by controlling a virtual object to release a first skill based on a second position, calculates the output based on the endpoint position of the movement process and the input operation during the movement. This ensures that even when the user cannot accurately determine the position of the virtual object at the time of the input operation, the final released first skill is a skill released based on the endpoint position of the movement process, as expected by the user.
- the technical solution provided in this application improves the accuracy of skill release, thereby improving human-computer interaction efficiency.
- the released first skill better meets the user's expectations, enhancing user game satisfaction.
- step 640 above includes at least one of sub-steps 641 to 642 (not shown in the figure).
- Sub-step 641 Based on the operation data of the second position and the first skill release operation, determine the release parameters of the first skill.
- the operation data for releasing the first skill is used to indicate at least one of the operation direction, operation distance, and operation position of the first skill release operation, and the release parameters of the first skill are used to indicate at least one of the release direction, release distance, and release position of the first skill.
- the direction of the first skill release operation determines the release direction of the first skill
- the distance of the first skill release operation determines the release distance of the first skill
- the location for releasing the first skill can be determined by the release direction and distance of the first skill, or it can be selected by the user.
- the position for releasing the first skill is determined by the third position, based on the second position and the position of the first skill's initial operation. This determines the final release position of the first skill, specifically the position based on the second position.
- the relative positions of the first skill's initial operation and the third position are the same as the relative positions of the first skill's initial release and the second position.
- the operation direction and operation distance of the first skill release operation can be a preset default operation direction and default operation distance, or at least one of them can be operation data selected by the user. This application does not limit the operation related to the first skill release operation for virtual objects.
- the release direction of the first skill is determined based on the operation direction of the first skill release operation.
- the release distance of the first skill is the default release distance pre-configured for the first skill.
- the release direction and release distance of the first skill are determined based on the second position and the operation direction and operation distance of the first skill release operation.
- the release direction of the first skill is determined based on the operation direction of the first skill release.
- the release distance of the first skill is determined based on the operation position of the first skill release.
- point A is the starting point of the movement process
- point B is the position of the virtual object when the user executes the first skill release operation targeting the virtual object during the movement process
- point C is the ending point of the movement process.
- Line K2 indicates the operation direction and distance of the first skill release operation
- line K1 indicates the release direction and distance of the first skill.
- the user executes the first skill release operation targeting the virtual object at point B, and when the virtual object reaches point C, the user controls the virtual object to release the skill indicated by line K1.
- the relative position of line K1 to point C is the same as the relative position of line K2 to point B.
- the release position of the first skill is determined based on the second position and the operation position of the first skill release operation.
- point A is the starting point of the movement process
- point B is the position of the virtual object when the user performs the first skill release operation on the virtual object during the movement process
- point C is the ending point of the movement process.
- Point K4 is the operation position for the first skill release operation
- point K3 is the release position for the first skill.
- the user controls the virtual object to release the skill indicated by point K3.
- the relative positions of point K3 and point C are the same as the relative positions of point K4 and point B.
- the release position of the first skill is determined based on the second position and the operation position of the first skill release operation. This ensures that the relative position of the first skill release position with the second position is the same as the relative position of the operation position of the first skill release operation with the third position. This guarantees that the released first skill meets the user's expectations when inputting the operation, thus improving the accuracy of skill release.
- Sub-step 642 Based on the release parameters of the first skill, control the virtual object to release the first skill.
- the first skill is a directional selection skill, you can control the virtual object to release the first skill based solely on its release direction, or you can control the virtual object to release the first skill based on both its release direction and distance.
- the virtual object is controlled to release the first skill based on the release position of the first skill.
- the first skill is released based on the second position, effectively ensuring the accuracy of skill release.
- Figure 9 shows a flowchart of the output corresponding to user input.
- the system checks if the movement process meets certain conditions. If it does, it checks if a caching mechanism is configured. If so, the system controls the virtual object to release the first skill from the second position. If no caching mechanism is configured, the system does not respond to the first skill release command. If the movement process does not meet the conditions, the system controls the virtual object to release the first skill from the third position.
- the step of controlling the virtual object to release the first skill based on the second position is performed.
- the time point at which the virtual object moves to the second position is obtained. Based on the time point at which the virtual object moves to the second position and the preset time difference, the first time point before the virtual object moves to the second position is determined.
- the time difference could be 0.01s, meaning the first time point before the virtual object moves to the second position could be 0.01s before the virtual object moves to the second position.
- the time difference could be the duration of two frames, meaning the first time point before the virtual object moves to the second position could also be the time point of two frames before the virtual object moves to the second position. It should be noted that this time difference is less than the first time length.
- This application does not limit the first time length, but from the user's perspective, if the virtual object releases its first skill based on the second position at the first time point before moving to the second position, the action of releasing the first skill is directly connected to the virtual object's movement process, without any pause in the action.
- the step of controlling the virtual object to release the first skill based on the second position is performed.
- the time point at which the virtual object moves to the second position is obtained. Based on the time point at which the virtual object moves to the second position and the preset time difference, the second time point after the virtual object moves to the second position is determined.
- the time difference could be 0.01s, meaning the second time point after the virtual object moves to the second position could be 0.01s after the virtual object moves to the second position.
- the time difference could be the duration of two frames, meaning the second time point after the virtual object moves to the second position could also be the time point corresponding to two frames after the virtual object moves to the second position. It should be noted that this time difference is less than the second time length.
- controlling the virtual object to release the first skill based on the second position at the second time point after the virtual object moves to the second position means the action of releasing the first skill is directly connected to the virtual object's movement process, without any pause in the action.
- the step of controlling the virtual object to release the first skill based on the second position is performed.
- the time point when the virtual object moves to the second position is obtained.
- the virtual object is controlled to release the first skill based on the second position.
- step 640 By executing step 640 at the first point in time before the virtual object moves to the second position, the release of the first skill can be made more timely.
- step 640 at the second point in time after the virtual object moves to the second position the connection between the release of the first skill and the movement process of the virtual object can be more natural, thereby optimizing the response effect of the skill, improving the feel of operation, and thus improving the user experience.
- FIG. 10 shows a flowchart of a virtual object control method provided in another embodiment of this application.
- the execution entity of each step of this method can be a terminal device.
- the method may include at least one of the following steps 1010 to 1040:
- Step 1010 Display the virtual scene, which includes virtual objects.
- Step 1020 In response to a displacement operation on a virtual object, control the virtual object to move in the virtual scene.
- the displacement operation is used to move the virtual object from a first position to a second position in the virtual scene.
- Step 1030 During the movement, a second skill release operation is received for the virtual object.
- the second skill release operation is used to control the virtual object to release a non-directional second skill, and the second skill release operation is received when the virtual object moves to the fourth position in the virtual scene.
- the fourth position is any position the virtual object can occupy during its movement from the first position to the second position in the virtual scene.
- the fourth position could be any position on a straight line during the linear movement from the first position to the second position, or any position on a curve during the curved movement from the first position to the second position; this application does not limit the specific position.
- the fourth position and the third position can be different.
- the second skill release operation for the virtual object is an operation triggered by the user to control the virtual object to release its second skill.
- the second skill is a non-directional skill, meaning it doesn't require a specific direction for release.
- the second skill requires immediate response; that is, after the user inputs a release operation for the second skill targeting a virtual object, the application needs to immediately release the skill.
- the second skill includes, but is not limited to, at least one of the following: a skill that restores the virtual object's health, a non-directional attack skill, or a non-directional control skill.
- releasing a second skill for a virtual object is an action performed by the user triggering the second skill's shortcut key.
- This triggering is a simple tap on the second skill's shortcut key.
- data for the second skill release operation is stored.
- the data for the first skill release operation includes the operation data for the fourth position and the second skill release operation
- the operation data for the second skill release operation includes the identification data of the second skill and the effect data of the second skill.
- Step 1040 Control the virtual object to release the second skill in the fourth position.
- the virtual object is controlled to release the second skill at the fourth position, so that the release of the second skill can meet the user's skill release needs, ensure the accuracy of skill release, and improve the feel of operation.
- FIG. 11 shows a flowchart of a virtual object control method provided in another embodiment of this application.
- the execution entity of each step of this method can be a terminal device.
- the method may include at least one of the following steps 1110 to 1150:
- Step 1110 Display the virtual scene, which includes virtual objects.
- Step 1120 In response to a displacement operation on a virtual object, control the virtual object to move in the virtual scene.
- the displacement operation is used to move the virtual object from a first position to a second position in the virtual scene.
- Step 1130 During the movement, a first skill release operation is received for the virtual object.
- the first skill release operation is used to control the virtual object to release a directional first skill, and the first skill release operation is received when the virtual object moves to the third position in the virtual scene.
- Step 1140 During the movement, if the trigger condition for pausing the movement of the virtual object is met when the virtual object moves to the fifth position in the virtual scene, control the virtual object to pause its movement at the fifth position.
- the fifth position is any position of the virtual object as it moves from the third position to the second position in the virtual scene.
- the fifth position can be any position on a straight line during the linear movement from the third position to the second position, or any position on a curve during the curved movement from the third position to the second position. This application does not limit the definition of the fifth position.
- the trigger condition for pausing the movement of a virtual object is used to force the virtual object to pause its movement process in the virtual scene. That is, after the trigger condition for pausing the movement of a virtual object is met, the virtual object will pause at the fifth position in the virtual scene.
- the trigger condition for a virtual object to pause movement is that another virtual object releases a pause skill targeting it. Based on this pause skill, the virtual object pauses its movement at the fifth position.
- the pause skill released by another virtual object controls the virtual object to pause its movement at the fifth position for a period of time.
- the pause skill released by another virtual object could be a freeze skill.
- Step 1150 Control the virtual object to release the first skill based on the fifth position.
- the first skill here is the output calculated based on the fifth position and the input operation (first skill release operation).
- the release parameters of the first skill are the same as the relative position of the fifth position, and the operation data of the first skill release operation are the same as the relative position of the third position.
- the step of controlling the virtual object to release the first skill based on the fifth position is performed.
- the pause skill released by other virtual objects is used to control the virtual object to pause its movement for a first duration at the fifth position.
- step 1150 can be executed at a first time point after the start time of the virtual object's paused movement and before the end of the first duration.
- step 1150 can be executed at a second time point after the end of the first duration after the start time of the virtual object's paused movement.
- step 1150 can be executed at the end of the first duration after the start time of the virtual object's paused movement.
- step 1150 By executing step 1150 at the end of the first duration after the virtual object pauses its movement, the first skill release operation can be responded to in a timely manner after the virtual object stops pausing, reducing the possibility of the virtual object continuing to be attacked by other virtual objects, enhancing the richness of the game, and attracting users' attention to the game program.
- step 1150 is executed when the first duration ends.
- a third skill release operation is received for a virtual object after receiving a first skill release operation but before the end of a first duration, the virtual object is controlled to release the third skill based on a fifth position.
- the third skill release operation is used to control the virtual object to release a third skill that is either directional or non-directional.
- the virtual object is controlled to respond to the most recently received skill release operation based on the fifth position.
- the most recent skill release operation is a third skill release operation received after the first skill release operation and before the end of the first duration, then at the end of the first duration after the start time of the virtual object's paused movement, control the virtual object to release the third skill based on the fifth position.
- the third skill release operation targeting a virtual object can be any skill release operation targeting the virtual object; this application does not impose any specific limitations.
- the above methods enrich the game's operating mechanism, thereby increasing users' interest and attention to the game and improving the user experience.
- Figure 12 shows a block diagram of a virtual object control device according to an embodiment of this application.
- This device has the function of implementing the aforementioned virtual object control method; the function can be implemented by hardware or by hardware executing corresponding software.
- This device can be the terminal device described above, or it can be installed within a terminal device.
- the device 1200 may include: an object display module 1210, a movement control module 1220, an operation receiving module 1230, and a skill control module 1240.
- the object display module 1210 is used to display a virtual scene, which includes virtual objects.
- the movement control module 1220 is used to control the virtual object to move in the virtual scene in response to a displacement operation on the virtual object.
- the displacement operation is used to realize the movement process of moving the virtual object from a first position to a second position in the virtual scene.
- the operation receiving module 1230 is used to receive a first skill release operation for the virtual object during the movement process.
- the first skill release operation is used to control the virtual object to release a first skill with directionality.
- the first skill release operation is received when the virtual object moves to a third position in the virtual scene.
- the third position is any position of the virtual object during the movement process from the first position in the virtual scene to the second position.
- the skill control module 1240 is used to control the virtual object to release the first skill based on the second position.
- the skill control module 1240 is configured to:
- the step of controlling the virtual object to release the first skill based on the second position is executed.
- the conditions include at least one of the following:
- the movement speed of the virtual object is greater than or equal to a speed threshold.
- the movement duration of the movement process is less than or equal to the duration threshold
- the movement distance during the movement process is less than or equal to a distance threshold.
- the skill control module 1240 is configured to:
- the skill control module 1240 is configured to:
- the release parameters of the first skill are determined, wherein the operation data of the first skill release operation is used to indicate at least one of the operation direction, operation distance and operation position of the first skill release operation, and the release parameters of the first skill are used to indicate at least one of the release direction, release distance and release position of the first skill;
- the virtual object is controlled to release the first skill.
- the skill control module 1240 is configured to:
- the release direction and release distance of the first skill are determined based on the second position and the operation direction and operation distance of the first skill release operation.
- the release position of the first skill is determined based on the second position and the operation position of the first skill release operation.
- the device 1200 further includes a data storage module, the data storage module being configured to:
- the skill control module 1240 is configured to:
- the step of controlling the virtual object to release the first skill based on the second position is executed;
- the step of controlling the virtual object to release the first skill based on the second position is executed;
- the step of controlling the virtual object to release the first skill based on the second position is executed.
- the operation receiving module 1230 is configured to receive a second skill release operation for the virtual object during the movement process.
- the second skill release operation is used to control the virtual object to release a second skill that is not directional.
- the second skill release operation is received when the virtual object moves to a fourth position in the virtual scene.
- the fourth position is any position in the movement process of the virtual object from the first position in the virtual scene to the second position.
- the skill control module 1240 is used to control the virtual object to release the second skill at the fourth position.
- the device 1200 further includes a pause control module, the pause control module being configured to:
- the virtual object During the movement, if the virtual object moves to the fifth position in the virtual scene and the trigger condition for pausing the movement of the virtual object is met, the virtual object is controlled to pause its movement at the fifth position.
- the fifth position is any position in the process of the virtual object continuing to move from the third position in the virtual scene to the second position.
- the pause control module is configured to:
- the step of controlling the virtual object to release the first skill based on the fifth position is executed.
- the pause control module is configured to:
- the virtual object is controlled to release the third skill based on the fifth position.
- the third skill release operation is used to control the virtual object to release a third skill that has or does not have directionality.
- the apparatus provided in the above embodiments is only illustrated by the division of the above functional modules when implementing its functions.
- the above functions can be assigned to different functional modules as needed, that is, the content structure of the device can be divided into different functional modules to complete all or part of the functions described above.
- the apparatus and method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.
- FIG 13 shows a structural block diagram of a computer device 1300 provided in one embodiment of this application.
- the computer device 1300 can be any electronic device with data computing, processing, and storage functions.
- the computer device 1300 can be used to implement the virtual object control method provided in the above embodiments.
- the computer device 1300 can be a terminal device.
- computer device 1300 includes a processor 1301 and a memory 1302.
- Processor 1301 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc.
- Processor 1301 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array).
- Processor 1301 may also include a main processor and a coprocessor.
- the main processor also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state.
- processor 1301 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen.
- processor 1301 may also include an AI processor for handling computational operations related to machine learning.
- the memory 1302 may include one or more computer-readable storage media, which may be non-transitory.
- the memory 1302 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices.
- the non-transitory computer-readable storage media in the memory 1302 are used to store a computer program configured to be executed by one or more processors to implement the control method for the virtual object described above.
- FIG13 does not constitute a limitation on the computer device 1300, and may include more or fewer components than shown, or combine certain components, or employ different component arrangements.
- a computer-readable storage medium is also provided, wherein a computer program is stored in the storage medium, and the computer program, when executed by a processor of a computer device, implements the aforementioned control method for the virtual object.
- the aforementioned computer-readable storage medium may be ROM (Read-Only Memory), RAM (Random Access Memory), CD-ROM (Compact Disc Read-Only Memory), magnetic tape, floppy disk, and optical data storage device, etc.
- a computer program product comprising a computer program stored in a computer-readable storage medium.
- a processor of a computer device reads the computer program from the computer-readable storage medium and executes the computer program, causing the computer device to perform the aforementioned control method for the virtual object.
- this application may display prompt interfaces, pop-ups, or output voice prompts before and during the collection of user data.
- These prompt interfaces, pop-ups, or voice prompts are used to inform users that their data is being collected. This ensures that the application only begins the steps for collecting user data after receiving confirmation from the user regarding the prompt interface or pop-up; otherwise (i.e., without receiving confirmation from the user), the steps for collecting user data end, meaning no user data is collected.
- all user data collected by this application is processed strictly in accordance with the requirements of relevant national laws and regulations.
- the informed consent or separate consent of the data subject is obtained only with the user's consent and authorization. Subsequent data use and processing are conducted within the scope of laws, regulations, and the data subject's authorization, and the collection, use, and processing of relevant user data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.
- step numbers described herein are merely illustrative of one possible execution order. In some other embodiments, the steps may not be executed in numerical order, such as two steps with different numbers being executed simultaneously, or two steps with different numbers being executed in the reverse order of the illustration. This application does not limit this.
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Abstract
本申请公开了一种虚拟对象的控制方法、装置、设备及存储介质,涉及计算机技术领域。方法包括:显示虚拟场景,虚拟场景中包括虚拟对象(610);响应于针对虚拟对象的位移操作,控制虚拟对象在虚拟场景中移动,位移操作用于实现将虚拟对象从虚拟场景中的第一位置移动至第二位置的移动过程(620);在移动过程中,接收针对虚拟对象的第一技能释放操作,第一技能释放操作用于控制虚拟对象释放具有方向性的第一技能,且第一技能释放操作是在虚拟对象移动至虚拟场景中的第三位置时收到的(630);控制虚拟对象基于第二位置释放第一技能(640)。根据移动过程的终点位置和移动过程中的输入操作,计算得到输出,提高了技能释放的准确性。
Description
本申请要求于2024年07月19日提交的申请号为202410973499.8、发明名称为“虚拟对象的控制方法、装置、设备及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
本申请涉及计算机技术领域,特别涉及一种虚拟对象的控制方法、装置、设备及存储介质。
位移技能是指在游戏中,使得玩家的主控角色或者相关角色,在游戏的坐标系统中发生绝对位置变化的技能。
相关技术中,在位移过程中设置有缓存机制,游戏角色在位移过程中接收用户输入的技能释放操作,并获取接收技能释放操作时游戏角色所处的位置,在游戏角色到达位移终点时,基于位移过程中输入的技能释放操作和接收技能释放操作时游戏角色所处的位置,释放技能。
然而,由于位移的速度较快,用户无法准确判断出输入操作时游戏角色所处的位置,导致上述输出技能并不是用户期待释放的技能,从而导致技能输出不准确。
本申请实施例提供了一种虚拟对象的控制方法、装置、设备及存储介质,提高了技能释放的准确性,提高了人机交互效率。本申请实施例提供的技术方案如下:
根据本申请实施例的一个方面,提供了一种虚拟对象的控制方法,所述方法由终端设备执行,所述方法包括:
显示虚拟场景,所述虚拟场景中包括虚拟对象;
响应于针对所述虚拟对象的位移操作,控制所述虚拟对象在所述虚拟场景中移动,所述位移操作用于实现将所述虚拟对象从所述虚拟场景中的第一位置移动至第二位置的移动过程;
在所述移动过程中,接收针对所述虚拟对象的第一技能释放操作,所述第一技能释放操作用于控制所述虚拟对象释放具有方向性的第一技能,且所述第一技能释放操作是在所述虚拟对象移动至所述虚拟场景中的第三位置时收到的,所述第三位置是所述虚拟对象从所述虚拟场景中的所述第一位置移动至所述第二位置的移动过程中的任意一个位置;
控制所述虚拟对象基于所述第二位置释放所述第一技能。
根据本申请实施例的一个方面,提供了一种虚拟对象的控制装置,所述装置包括:
对象显示模块,用于显示虚拟场景,所述虚拟场景中包括虚拟对象;
移动控制模块,用于响应于针对所述虚拟对象的位移操作,控制所述虚拟对象在所述虚拟场景中移动,所述位移操作用于实现将所述虚拟对象从所述虚拟场景中的第一位置移动至第二位置的移动过程;
操作接收模块,用于在所述移动过程中,接收针对所述虚拟对象的第一技能释放操作,所述第一技能释放操作用于控制所述虚拟对象释放具有方向性的第一技能,且所述第一技能释放操作是在所述虚拟对象移动至所述虚拟场景中的第三位置时收到的,所述第三位置是所述虚拟对象从所述虚拟场景中的所述第一位置移动至所述第二位置的移动过程中的任意一个位置;
技能控制模块,用于控制所述虚拟对象基于所述第二位置释放所述第一技能。
根据本申请实施例的一个方面,提供了一种终端设备,所述终端设备包括处理器和存储器,所述存储器中存储有计算机程序,所述计算机程序由所述处理器加载并执行以实现上述虚拟对象的控制方法。
根据本申请实施例的一个方面,提供了一种计算机可读存储介质,所述计算机可读存储介质中存储有计算机程序,所述计算机程序由处理器加载并执行以实现上述虚拟对象的控制方法。
根据本申请实施例的一个方面,提供了一种计算机程序产品,所述计算机程序产品包括计算机程序,所述计算机程序由处理器加载并执行以实现上述虚拟对象的控制方法。
本申请实施例提供的技术方案可以带来如下有益效果:
提供了一种在虚拟对象的移动过程中优化技能释放的方式。通过针对虚拟对象的位移操作,控制虚拟对象从虚拟场景中的第一位置移动至第二位置,在移动过程中,在虚拟对象移动至第三位置时,可以接收针对虚拟对象的第一技能释放操作,控制虚拟对象基于第二位置释放第一技能。由于第二位置是移动过程的终点位置,而且第一技能释放操作是在移动过程中的输入操作,这种控制虚拟对象基于第二位置释放第一技能的方式,实现了根据移动过程的终点位置和移动过程中的输入操作,计算得到输出,即基于第二位置释放第一技能。一方面,使得在用户无需准确判断出执行输入操作时虚拟对象所处的位置的情况下,实现最终释放的第一技能是符合用户期待的基于移动过程的终点位置进行释放的技能;另一方面,相较于相关技术中基于输入操作时的位置和移动过程中的输入操作计算得到输出,而导致技能输出不准确的问题,该方法可以基于移动过程中的终点位置,计算得到输出,提高了技能释放的准确性,从而提高了人机交互效率。再一方面,该方式所释放的第一技能更加符合用户的预期,提升了用户的游戏满意度。
图1是本申请一个实施例提供的方案实施环境的示意图;
图2是相关技术提供的拖动操作的示意图;
图3是相关技术提供的方向选择类的技能和位置选择类的技能的释放示意图;
图4是相关技术提供的技能输出的示意图;
图5是本申请一个实施例提供的本申请实施例和相关技术实施例的对比示意图;
图6是本申请一个实施例提供的虚拟对象的控制方法的流程图;
图7是本申请一个实施例提供的方向选择类的技能的释放示意图;
图8是本申请一个实施例提供的位置选择类的技能的释放示意图;
图9是本申请一个实施例提供的用户输入操作对应的输出的流程图;
图10是本申请另一个实施例提供的虚拟对象的控制方法的流程图;
图11是本申请另一个实施例提供的虚拟对象的控制方法的流程图;
图12是本申请一个实施例提供的虚拟对象的控制装置的框图;
图13是本申请一个实施例提供的计算机设备的结构框图。
在介绍本申请实施例之前,为了便于理解本方案,对本方案中出现的名词作以下解释:
1.虚拟场景:是应用程序在终端设备上运行时显示(或提供)的环境。该虚拟场景可以是对真实世界的仿真世界,也可以是半仿真半虚构的三维世界,还可以是纯虚构的三维世界。虚拟场景可以是二维虚拟场景、2.5维虚拟场景和三维虚拟场景中的任意一种。可选地,该虚拟场景还用于至少两个虚拟对象之间的虚拟场景对战,在该虚拟场景中具有可供至少两个虚拟对象使用的虚拟资源。可选地,该虚拟场景包括开放世界的虚拟场景,在该虚拟场景中具有至少一个关卡任务,虚拟对象可以自由选择完成任务的时间和方式。
2.虚拟对象:是指在虚拟场景中的可活动对象和不可活动对象。该可活动对象可以是虚拟人物、虚拟动物、动漫人物中的至少一种。该不可活动对象可以是虚拟建筑、虚拟植物、虚拟地形中的至少一种。可选地,当虚拟场景为三维虚拟场景时,虚拟对象可以是三维虚拟模型,每个虚拟对象在三维虚拟场景中具有自身的形状和体积,占据三维虚拟场景中的一部分空间。可选地,虚拟对象是基于三维人体骨骼技术构建的三维角色,该虚拟对象通过穿戴不同的皮肤来实现不同的外在形象。在一些实现方式中,虚拟对象也可以采用2.5维或2维模型来实现,本申请实施例对此不加以限定。示例性地,根据控制虚拟对象的方式不同,可以将虚拟对象分为用户控制的虚拟对象和服务器控制的虚拟对象,其中,用户控制的虚拟对象是由客户端控制的在虚拟场景中可活动的对象。服务器控制的虚拟对象是由客户端或服务器上的自动控制算法或人工智能程序控制的虚拟对象。服务器控制的虚拟对象包括虚拟场景中可活动对象和不可活动对象。示例性地,不可活动对象可以响应或影响可活动对象的活动,例如,可活动对象可以摧毁不可活动对象,或,当可活动对象进入不可活动对象时,可活动对象进入隐身状态。示例性地,本申请中的虚拟对象是由客户端控制的虚拟对象。
请参考图1,其示出了本申请一个实施例提供的方案实施环境的示意图。该方案实施环境可以实现成为虚拟对象的控制系统。该方案实施环境可以包括:终端设备10和服务器20。
终端设备10的数量可以有一个或多个。终端设备10可以是诸如手机、平板电脑、游戏主机、电子书阅读器、多媒体播放设备、可穿戴设备、PC(Personal Computer,个人计算机)、车载终端中的至少一种电子设备。终端设备10中可以安装目标应用程序(如游戏应用程序)的客户端。可选地,该目标应用程序可以是需要下载安装的应用程序,也可以是即点即用的应用程序,本申请实施例对此不作限定。
在本申请实施例中,目标应用程序可以是游戏应用程序,包括射击应用程序、竞速应用程序、多人在线战术竞技游戏中的至少一种,本申请对此不作限定。在一些实施例中,上述目标应用程序能够提供虚拟场景,以供用户代入和操作的虚拟对象在该虚拟场景中进行活动,如行走、跳跃、爬行、战斗、射击中的至少一种。示例性地,目标应用程序可以是MOBA(Multiplayer Online Battle Arena,多人在线战术竞技)游戏、射击类游戏、多人枪战类生存游戏、虚拟现实(Virtual Reality,VR)类射击应用程序、增强现实(Augmented Reality,AR)类应用程序、三维地图程序、社交类应用程序、互动娱乐类应用程序。另外,对于不同的应用程序来说,其所提供的虚拟对象的形态或形状也会有所不同,且相应的功能也会有所不同,这都可以根据实际需求进行设计,本申请实施例对此不作限定。可选地,终端设备10中运行有上述应用程序的客户端。在一些实施例中,上述应用程序是基于三维的虚拟场景引擎开发的应用程序,比如该虚拟场景引擎是Unity引擎,该虚拟场景引擎能够构建三维的虚拟场景、虚拟对象和虚拟道具中的至少一种,给用户带来更加沉浸式的游戏体验。
其中,上述虚拟场景是指营造出的供虚拟对象进行活动(如游戏竞技)的场景,如虚拟房屋、虚拟岛屿、虚拟地图中的至少一种。
上述虚拟对象是指用户账号在目标应用程序中控制的虚拟角色、虚拟载具、虚拟物品中的至少一种,本申请对此不作限定。以目标应用程序为游戏应用程序为例,虚拟对象是指用户账号在游戏应用程序中控制的游戏角色。虚拟对象可以是人物形态,可以是动物、卡通或者其它形态,本申请实施例对此不作限定。可选地,虚拟对象是虚拟场景中的虚拟载具,如虚拟汽车、虚拟热气球、虚拟摩托车中的至少一种能够被用户控制的虚拟道具。
服务器20用于为终端设备10中安装运行的目标应用程序的客户端提供后台服务。例如,服务器20可以是上述游戏应用程序的后台服务器。服务器20可以是一台服务器,也可以是由多台服务器组成的服务器集群,或者是一个云计算服务中心。可选地,服务器20同时为多个终端设备10中的目标应用程序提供后台服务。终端设备10和服务器20之间可通过网络进行互相通信。
在相关技术中,轻触是一种在游戏应用程序中较为普遍的操作方式,其具体的操作方式是指垂直在终端设备的屏幕上按下后,并不在终端设备的屏幕上进行滑动或拖动中的至少一种操作,垂直于终端设备的屏幕抬起的行为。拖动也是一种在游戏应用程序中较为普遍的操作方式,其具体的操作方式是指在终端设备的屏幕上按下后,需要控制手部平行于终端设备的屏幕,滑动或拖动一个距离以后再抬起的行为。示例性地,在MOBA游戏中,由于使用双摇杆模式控制虚拟对象,左手控制虚拟对象的位置移动,右手控制虚拟对象的技能释放,因此,往往使用轻触操作来释放一些不需要选择目标、不需要选择位置、不需要选择方向的技能。例如,给虚拟对象增加攻击速度,给虚拟对象增加血量中的至少一种技能,往往通过轻触操作的方式实现。
对于拖动操作,拖动操作的行为事实上是一种相对于原点(虚拟对象在虚拟场景中所处的位置)的选择操作。可以参考图2所示,在虚拟场景画面200中显示有虚拟场景,虚拟场景中包括虚拟对象201,虚拟对象201是用户账号在游戏应用程序中控制的游戏角色,虚拟场景画面中还显示有拖动控件202,拖动控件202用于选择技能释放的方向和技能释放的距离。图2中的拖动控件202将技能摇杆向右下方向拖动,即选择右下方向释放技能。而事实上是在虚拟场景对应的直角坐标系中,基于原点向(1,-1)方向选择释放技能,虚拟场景对应的直角坐标系是以虚拟对象在虚拟场景中所处的位置为原点,虚拟场景画面的长为x轴,虚拟场景画面的宽为y轴的直角坐标系。
MOBA游戏中的技能特异性强,无法进行全部的分类,仅根据当前市场特征进行简单分类。基于拖动操作的技能可以简单的分为,方向选择类的技能和位置选择类的技能,例如,图3中的(1)图示出了一种方向选择类的技能的释放示意图,图3中的(2)图示出了一种位置选择类的技能的释放示意图。在图3中的(1)图中,在虚拟场景画面300中显示有虚拟对象301,虚拟对象301在直角坐标系中基于原点选择(1,1)方向302释放技能,因此,方向选择类的技能是选择相对方向的技能,相对方向是虚拟对象所在的直角坐标系中相对于原点的一个方向。在此过程中,游戏应用程序保存了一个用户输入的矢量值(相对值),该矢量值是相对于原点的一个方向。在图3中的(2)图中,在虚拟场景画面300中显示有虚拟对象301,虚拟对象301在直角坐标系中基于原点选择位置303释放技能,因此,位置选择类的技能是在选择相对方向的同时选择距离的技能。在此过程中,游戏应用程序保存了一个坐标(绝对值),该坐标是基于原点的向量值。
终端设备上游戏应用程序的客户端接收到用户输入的输入操作后,根据预先设计好的程序将输入操作转化为输出结果。一般而言,输出都是基于输入操作时虚拟对象在虚拟场景中所处的位置进行计算的,输入这个概念与“当前”的位置是强相关的。
对于位移技能,位移技能是指在游戏应用程序中,使得用户账号的主控虚拟对象,或者相关虚拟对象,在游戏应用程序的坐标系统中发生绝对位置变化的技能。位移技能包含但不仅限于直线位移、曲线位移,变速度位移、匀速度位移,瞬移、非瞬移中的至少一种特质。事实上,一般而言为了游戏的体验感更好,往往将位移技能设计为通过距离更长、花费时间更短,位移速度更快的过程。但是,这种设计导致了一个结果,即在位移过程中,由于位移的速度过快,而人类的基础生理条件存在极限,用户无法在位移过程中准确判断出虚拟对象所处的位置。例如在位移过程中,用户无法在每个时间点判断出虚拟对象所处的位置、其他虚拟对象所处的相对位置中的至少一种信息。
而由于在位移过程中存在缓存机制,用户往往可以基于此进行输出。此处解释缓存机制,缓存机制用于存储虚拟对象的操作过程中的各项数据,从而在游戏过程中,出于平衡性与真实性的考虑,在虚拟对象进行某项操作时,会将虚拟对象短暂地设置为无法进行其他操作,例如,虚拟对象的动作是丢出一颗球,那么在丢球的过程中无法进行诸如拿起一把斧子的操作。只有在丢球的行为结束以后,才能进行拿起斧子的操作,可以将这种设置称之为前摇或者后摇。那么如果用户在前摇或后摇过程中进行了输入操作,一般而言,程序会将用户的行为保存下来,在前摇或后摇结束后实现中途接收到的输入操作对应的输出。示例性地,丢石头的前摇为1秒,虚拟对象可以在0.99秒时进行拿起斧子的操作,如果不存在缓存机制的话,虚拟对象将不会响应所输入的拿起斧子的操作,可能会给用户带来非常负面的游戏体验,因此往往会将用户在前后摇期间的操作进行缓存,在前后摇结束时响应前后摇期间的输入。因此,在位移过程中用户也可以进行输入操作,但是用户此时对于虚拟对象的位置判断是不准确的,并且在产品的实践中发现,用户在位移过程中输入操作所期望的是在位移终点的位置进行响应。如图4所示,在虚拟场景画面400中显示有虚拟对象401,虚拟对象401选择方向402从a点位移至c点,在虚拟对象401移动至b点时,用户进行了输入操作,如果基于相关技术中的方案,应该在虚拟对象401到达c点时以b点为基础计算输出,但是用户期待的是以c点为基础计算输出,从而导致相关技术中的技能输出不准确,不符合用户实际的期待。
本申请实施例和相关技术实施例的对比示意图可以参考图5所示,在虚拟场景画面500中显示有虚拟对象501,虚拟对象501选择方向502进行位移。其中,A点为虚拟对象501位移过程中用户输入技能释放操作的位置,B点为位移过程的终点位置,技能圈503为基于A点释放技能的范围,半径为技能释放距离,技能圈504为基于B点释放技能的范围。则C点为相关技术中位移过程结束时基于A点的技能释放的输出点,D点为本申请实施例中位移过程结束时基于B点的技能释放的输出点。
请参考图6,其示出了本申请一个实施例提供的虚拟对象的控制方法的流程图。该方法各步骤的执行主体可以是终端设备,终端设备可以安装运行目标应用程序的客户端,目标应用程序可以是游戏应用程序。该方法可以包括如下步骤610~640中的至少一个步骤:
步骤610,显示虚拟场景,虚拟场景中包括虚拟对象。
终端设备显示虚拟场景画面,虚拟场景画面中显示有虚拟场景,虚拟场景中包括虚拟对象。在一些实施例中,虚拟对象处于对局状态中。
其中,虚拟场景画面是指以虚拟对象的视角对虚拟场景进行观察的画面,虚拟对象的视角可以是虚拟对象的第三视角,也可以是虚拟对象的第一视角。可选地,虚拟场景画面指在终端设备上向用户展示的显示画面。其中,该虚拟场景画面可以是虚拟相机从虚拟场景中获取的画面。在一种可能的实施方式中,虚拟相机以虚拟对象的第三视角获取虚拟场景画面,可选地,虚拟相机设置在虚拟对象的斜上方,客户端通过该虚拟相机,以虚拟对象为中心对虚拟场景进行观察,获取并显示以虚拟对象为中心的虚拟场景画面。在另一种可能的实施方式中,虚拟相机以虚拟对象的第一视角获取虚拟场景画面,可选地,虚拟相机设置在虚拟对象的正前方,客户端通过该虚拟相机,以虚拟对象的视角对虚拟场景进行观察,获取并显示以虚拟对象为第一视角的虚拟场景画面。另外,在示例性实施例中,虚拟相机的放置位置实时可调。可选地,用户可以通过针对终端设备的显示界面的触控操作来调节虚拟相机的位置,进而获取不同位置对应的虚拟场景画面。例如,用户可以通过拖拽虚拟场景画面以调整虚拟相机的位置;再例如,用户可以通过点击地图展示控件中的某个位置,将该位置作为虚拟相机调整后的位置,以此来调整虚拟相机的位置,上述地图展示控件是指用于展示游戏应用程序中的全局地图的控件。
步骤620,响应于针对虚拟对象的位移操作,控制虚拟对象在虚拟场景中移动,位移操作用于实现将虚拟对象从虚拟场景中的第一位置移动至第二位置的移动过程。
针对虚拟对象的位移操作是由用户触发的,用于控制虚拟对象在虚拟场景中进行位置移动的操作。终端设备的客户端接收到针对虚拟对象的位移操作后,控制虚拟对象从虚拟场景中的第一位置移动至第二位置。
针对虚拟对象的位移操作包括以下至少之一:用于实现直线位移的操作、用于实现曲线位置的操作、用于实现变速度位移的操作、用于实现匀速度位移的操作、用于实现瞬移的操作、用于实现非瞬移的位移的操作。
可选地,针对虚拟对象的位移操作可以是用户触发位移快捷按键的操作。用户触发位移快捷按键的操作可以是针对位移快捷按键的轻触操作。位移快捷按键预先设置有默认位移方向和默认位移距离,则用户触发该位移快捷按键后,控制虚拟对象基于当前虚拟对象在虚拟场景中所处的位置,按照上述默认位移方向和默认位移距离,实现位移操作对应的移动过程,该移动过程也可以称为位移过程。默认位移方向和默认位移距离可以由用户根据个人位移需求自行设置,也可以是游戏开发人员预先设置。本申请对于默认位移方向和默认位移距离不作限定,示例性地,默认位移方向可以是虚拟对象在虚拟场景中所面对的方向,也可以是虚拟场景对应的直角坐标系中基于原点的(1,0)方向、(1,-1)方向、(1,1)方向等任意方向,默认位移距离可以是虚拟对象所能释放技能的最大距离。
可选地,针对虚拟对象的位移操作可以是用户通过方向选择控件选择位移方向后,触发距离快捷按键的操作。用户通过方向选择控件选择位移方向的操作可以是针对方向选择控件的拖动操作,用户触发距离快捷按键的操作可以是针对距离快捷按键的轻触操作。距离快捷按键预先设置有默认位移距离,则用户通过方向选择控件选择一个基于原点(虚拟对象在虚拟场景中所处的位置)的位移方向后,按照上述默认位移距离实现位移操作对应的移动过程。这里的默认位移距离可以由用户根据个人位移需求自行设置,也可以是游戏开发人员预先设置,本申请对此不作限定。示例性地,针对虚拟对象的位移操作可以是针对虚拟对象的闪现操作。
可选地,针对虚拟对象的位移操作可以是用户通过距离选择控件选择位移距离后,触发方向快捷按键的操作。用户通过距离选择控件选择位移距离的操作可以是针对距离选择控件的拖动操作,用户触发方向快捷按键的操作可以是针对方向快捷按键的轻触操作。方向快捷按键预先设置有默认位移方向,则用户通过距离选择控件选择基于原点的位移距离后,按照上述默认位移方向实现位移操作对应的移动过程。这里的默认位移方向可以由用户根据个人位移需求自行设置,也可以是游戏开发人员预先设置,本申请对此不作限定。
可选地,针对虚拟对象的位移操作可以是用户通过位置选择控件选择位移方向和位移距离的操作。用户通过位置选择控件选择位移方向和位移距离的操作可以是针对位置选择控件的拖动操作。可选地,可以是用户通过位置选择控件先选择一个基于原点的位移方向后,再选择基于原点的位移距离;也可以是用户通过位置选择控件先选择基于原点的位移距离后,再选择基于原点的位移方向。从而实现位移操作对应的移动过程。
上述所说的位移方向是指第二位置相对于第一位置的方向,第一位置是移动过程的起始位置,第二位置是移动过程的终点位置。通常情况下,第一位置是指虚拟对象当前在虚拟场景中所处的位置,第二位置可以是虚拟场景中的任意位置。
需要注意的是,上述所说的位移距离是指第一位置和第二位置之间的直线距离。移动过程可以是从第一位置移动至第二位置的直线移动过程,也可以是从第一位置移动至第二位置的直线移动过程从第一位置移动至第二位置的曲线移动过程,因此,位移距离的含义与移动过程的移动距离的含义并不相同,移动过程的移动距离是指虚拟对象在移动过程中所经过的路线的总距离。
步骤630,在移动过程中,接收针对虚拟对象的第一技能释放操作,第一技能释放操作用于控制虚拟对象释放具有方向性的第一技能,且第一技能释放操作是在虚拟对象移动至虚拟场景中的第三位置时收到的,第三位置是虚拟对象从虚拟场景中的第一位置移动至第二位置的移动过程中的任意一个位置。
在虚拟对象移动至虚拟场景中的第三位置时,接收针对虚拟对象的第一技能释放操作。第三位置是虚拟对象从虚拟场景中的第一位置移动至第二位置的移动过程中的任意一个位置,例如,第三位置是从第一位置移动至第二位置的直线移动过程中位于直线上的任意一个位置,或,第三位置是从第一位置移动至第二位置的曲线移动过程中位于曲线上的任意一个位置,本申请对此不作限定。针对虚拟对象的第一技能释放操作,是由用户触发的用于控制虚拟对象释放第一技能的操作。
第一技能是具有方向性的技能。且第一技能是不需要即时响应的技能,即用户输入针对虚拟对象的第一技能释放操作后,应用程序不需要立刻释放第一技能。
可选地,第一技能是方向选择类的技能,则第一技能可以是需要基于一个释放方向进行释放的技能,也可以是需要基于一个释放方向和释放距离进行释放的技能。若第一技能是需要基于一个释放方向进行释放的技能,则第一技能所基于的释放方向可以是用户选择的基于原点的一个方向,也可以是第一技能的默认释放方向。例如,第一技能的默认释放方向可以是虚拟对象在虚拟场景中所面对的方向,也可以是第一技能所关联的其他虚拟对象的方向,也可以是基于原点的任意一个方向。但需要注意的是,方向选择类的技能具有预先配置的技能释放距离,即对于方向选择类的技能,在确定一个释放方向后,基于该技能预先配置的释放距离进行技能释放。若第一技能是需要基于一个释放方向和释放距离进行释放的技能,则第一技能所基于的释放方向和释放距离可以是用户选择的基于原点的一个释放方向和释放距离,也可以是第一技能的默认释放方向和默认释放距离。
可选地,第一技能是位置选择类的技能,则第一技能可以是需要基于虚拟场景中的释放位置进行释放的技能,也可以是需要基于一个释放方向和释放距离确定释放位置进行释放的技能。若第一技能是需要基于虚拟场景中的释放位置进行释放的技能,则该释放位置可以是用户选择的虚拟场景中的一个位置,也可以是第一技能的默认位置。例如,第一技能的默认位置可以是虚拟对象在虚拟场景中初始出现的位置。若第一技能是需要基于一个释放方向和释放距离确定释放位置进行释放的技能,则第一技能基于的释放位置可以是用户选择的基于原点的一个释放方向和释放距离确定释放位置。
示例性地,方向选择类的技能包括但不限于具有方向性的攻击类型的技能、具有方向性的控制类型的技能、位移类型的技能、辅助类型的技能中的至少一种。位置选择类的技能包括但不限于位移类型的技能、位置初始化类型的技能中的至少一种。
可选地,针对虚拟对象的第一技能释放操作可以是用户触发第一技能快捷按键的操作。用户触发第一技能快捷按键的操作可以是针对第一技能快捷按键的轻触操作,或通过外接设备针对第一技能快捷按键的触发操作。第一技能快捷按键预先设置有第一技能的默认释放方向和默认释放距离,则用户触发第一技能快捷按键后,控制虚拟对象基于当前虚拟对象在虚拟场景中所处的位置,按照上述默认释放方向和默认释放距离,释放第一技能。第一技能的默认释放方向和默认释放距离由游戏开发人员预先设置。示例性地,针对虚拟对象的第一技能释放操作也可以是针对虚拟对象的闪现操作,虚拟对象可以基于在虚拟场景中所面对的方向移动闪现操作对应的默认释放距离。示例性地,针对虚拟对象的第一技能释放操作可以是针对虚拟对象的回城操作,虚拟对象将回到其在虚拟场景中初始出现的位置。
可选地,若第一技能是方向选择类的技能,则针对虚拟对象的第一技能释放操作可以是用户通过方向选择控件选择释放方向后,触发距离快捷按键的操作。用户通过方向选择控件选择释放方向的操作可以是针对方向选择控件的拖动操作,用户触发距离快捷按键的操作可以是针对距离快捷按键的轻触操作。距离快捷按键预先设置有默认释放距离,则用户通过方向选择控件选择一个基于原点的释放方向后,按照上述默认释放距离释放第一技能。第一技能的默认释放距离由游戏开发人员预先设置。
可选地,若第一技能是位置选择类的技能,则针对虚拟对象的第一技能释放操作可以是用户通过位置选择控件选择释放位置的操作。用户通过位置选择控件选择释放的操作可以是针对位置选择控件的拖动操作,如通过拖动操作选择释放方向和释放距离确定释放位置,也可以是针对位置选择控件的轻触操作,如通过轻触操作选择释放位置。
在一些实施例中,在移动过程中,存储移动过程的数据和第一技能释放操作的数据。其中,移动过程的数据包括以下至少之一:第一位置、第二位置、虚拟对象的移动速度、移动过程的移动时长、移动过程的移动距离。第一技能释放操作的数据包括:第三位置和第一技能释放操作的数据。
通过游戏应用程序中配置的缓存机制,在移动过程中,存储移动过程的数据和移动过程中接收到的数据(第一技能释放操作的数据)。
移动过程的数据包括虚拟对象从虚拟场景中的第一位置移动至第二位置的移动过程中的至少一项数据,包括以下至少之一:第一位置(移动过程的起始位置)、第二位置(移动过程的终点位置)、虚拟对象的移动速度、移动过程的移动时长、移动过程的移动距离(移动过程中所经过的路线的总距离)。移动过程的数据是基于针对虚拟对象的位移操作得到的数据,虚拟对象的移动速度由位移操作的类型确定,移动过程的移动时长和移动过程的移动距离由位移操作的类型和位移操作的终点位置(第二位置)确定。
第一技能释放操作的数据包括第三位置和第一技能释放操作的数据,第一技能释放操作的数据包括第一技能的标识数据和第一技能释放操作的操作数据。其中,第一技能的标识数据用于指示第一技能,第一技能释放操作的操作数据用于指示第一技能释放操作的操作方向、操作距离和操作位置中的至少之一,第一技能释放操作的操作数据用于确定第一技能的释放参数,具体过程可以参考下述实施例。
通过在移动过程中存储移动过程的数据和第一技能释放操作的数据,使得游戏应用程序可以根据移动过程中存储的数据,避免虚拟对象在移动过程中释放其他技能,同时可以根据移动过程中存储的数据,保证在移动过程结束时响应第一技能释放操作,实现虚拟对象的动作衔接,及时满足用户的游戏需求。
在移动过程配置有缓存机制的情况下,控制虚拟对象基于第二位置释放第一技能。在移动过程未配置有缓存机制的情况下,移动过程结束时不响应第一技能释放操作,即移动过程结束时,虚拟对象不释放第一技能。
步骤640,控制虚拟对象基于第二位置释放第一技能。
在移动过程结束时,控制虚拟对象基于第二位置释放第一技能,即第一技能是基于第二位置和输入操作(第一技能释放操作)计算得到的输出。
在一些实施例中,在移动过程满足条件的情况下,执行控制虚拟对象基于第二位置释放第一技能的步骤,即执行步骤640。
在一些实施例中,在移动过程不满足条件的情况下,控制虚拟对象基于第三位置释放第一技能。即第一技能是基于第三位置和输入操作(第一技能释放操作)计算得到的输出。
因此,本申请实施例和相关技术的区别在于,相关技术中不存在条件的限定,在接收到针对虚拟对象的第一技能释放操作之后,在移动过程结束时,控制虚拟对象基于第三位置释放第一技能。而本申请实施例中存在条件的限定,在移动过程满足条件的情况下,控制虚拟对象基于第二位置释放第一技能,在移动过程不满足条件的情况下,控制虚拟对象基于第三位置释放第一技能。
其中,移动过程中的条件用于判断用户是否可以在移动过程中准确判断出虚拟对象所处的位置,若移动过程不满足条件,则表示用户不能在移动过程中准确判断出虚拟对象所处的位置,若移动过程满足条件,则表示用户可以在移动过程中准确判断出虚拟对象所处的位置。
通过对移动过程限定条件,使得在用户无法在移动过程中准确判断出虚拟对象所处的位置的情况下,才会控制虚拟对象基于第二位置释放第一技能,从而使得游戏应用程序的输出可以更加符合用户的预期,提升用户体验。
在一些实施例中,条件包括以下至少一项:虚拟对象的移动速度大于或等于速度阈值;移动过程的移动时长小于或等于时长阈值;移动过程的移动距离小于或等于距离阈值。其中,速度阈值、时长阈值、距离阈值可以根据实际技术需要设定。
若条件包括虚拟对象的移动速度大于或等于速度阈值,则在移动过程满足虚拟对象的移动速度大于或等于速度阈值的情况下,控制虚拟对象基于第二位置释放第一技能。在移动过程满足虚拟对象的移动速度小于速度阈值的情况下,控制虚拟对象基于第三位置释放第一技能。其中,虚拟对象的移动速度可以是指虚拟对象在移动过程中的平均速度,也可以是指虚拟对象移动至第三位置时的瞬时速度。若移动过程是响应于变速度位移的操作实现的过程,则虚拟对象在移动过程中的平均速度与虚拟对象移动至第三位置时的瞬时速度是不同的。若移动过程是响应于匀速度位移的操作实现的过程,则虚拟对象在移动过程中的平均速度与虚拟对象移动至第三位置时的瞬时速度是相同的。对于速度阈值,速度阈值是游戏开发人员基于大数据下,用户对于不同速度下的虚拟对象在移动过程中所处的位置判断,进行计算得到的阈值数据,本申请不作限定。
若条件包括移动过程的移动时长小于或等于时长阈值,则在移动过程满足移动过程的移动时长小于或等于时长阈值的情况下,控制虚拟对象基于第二位置释放第一技能。在移动过程满足移动过程的移动时长大于时长阈值的情况下,控制虚拟对象基于第三位置释放第一技能。其中,移动过程的移动时长是根据位移操作的类型和位移操作的终点位置(第二位置)计算得到的,根据位移操作的类型确定虚拟对象的移动速度,并根据位移操作的类型、位移操作的起点位置(第一位置)和位移操作的终点位置(第二位置)确定移动过程的移动距离,根据虚拟对象的移动速度和移动过程的移动距离,得到移动过程的移动时长。对于时长阈值,时长阈值是游戏开发人员基于大数据下,用户对于不同时长下的虚拟对象在移动过程中所处的位置判断,进行计算得到的阈值数据,本申请不作限定。
若条件包括移动过程的移动距离小于或等于距离阈值,则在移动过程满足移动过程的移动距离小于或等于距离阈值的情况下,控制虚拟对象基于第二位置释放第一技能。在移动过程满足移动过程的移动距离大于距离阈值的情况下,控制虚拟对象基于第三位置释放第一技能。其中,移动过程的移动距离是根据位移操作的类型和位移操作的终点位置(第二位置)计算得到的,根据位移操作的类型、位移操作的起点位置(第一位置)和位移操作的终点位置(第二位置),确定移动过程的移动距离。对于距离阈值,距离阈值是游戏开发人员基于大数据下,用户对于不同距离下的虚拟对象在移动过程中所处的位置判断,进行计算得到的阈值数据,本申请不作限定。
若条件包括上述两项,则示例性地,若条件包括虚拟对象的移动速度大于或等于速度阈值,以及移动过程的移动时长小于或等于时长阈值,则在移动过程满足虚拟对象的移动速度大于或等于速度阈值,且满足移动过程的移动时长小于或等于时长阈值的情况下,控制虚拟对象基于第二位置释放第一技能。在移动过程满足虚拟对象的移动速度小于速度阈值,且满足移动过程的移动时长大于时长阈值的情况下,控制虚拟对象基于第三位置释放第一技能。
若条件包括上述三项,则在移动过程满足虚拟对象的移动速度大于或等于速度阈值,且满足移动过程的移动时长小于或等于时长阈值,且满足移动过程的移动距离小于或等于距离阈值的情况下,控制虚拟对象基于第二位置释放第一技能。在移动过程满足虚拟对象的移动速度小于速度阈值,且满足移动过程的移动时长大于时长阈值,且满足移动过程的移动距离大于距离阈值的情况下,控制虚拟对象基于第三位置释放第一技能。
通过对移动过程中的移动速度、移动时长、移动距离进行阈值判断,使得游戏应用程序可以直观地根据移动过程的数据判断用户是否可以在移动过程中准确判断出虚拟对象所处的位置,从而确定第一技能的输出位置,进而有效保证技能输出的准确性,满足用户的游戏需求。
本申请实施例提供的技术方案,通过控制虚拟对象基于第二位置释放第一技能,根据移动过程的终点位置和移动过程中的输入操作,计算得到输出,使得在用户无法准确判断出输入操作时虚拟对象所处的位置的情况下,最终释放的第一技能是符合用户期待的基于移动过程的终点位置进行释放的技能,相较于相关技术中基于输入操作时的位置和移动过程中的输入操作计算输出,而导致技能输出不准确的问题,本申请提供的技术方案提高了技能释放的准确性,从而提高了人机交互效率,且所释放的第一技能更加符合用户的预期,提升了用户的游戏满意度。
在一些实施例中,上述步骤640包括子步骤641~642(图中未示出)中的至少一个步骤。
子步骤641,基于第二位置以及第一技能释放操作的操作数据,确定第一技能的释放参数。
其中,第一技能释放操作的操作数据用于指示第一技能释放操作的操作方向、操作距离和操作位置中的至少之一,第一技能的释放参数用于指示第一技能的释放方向、释放距离和释放位置中的至少之一。
第一技能释放操作的操作方向用于确定第一技能的释放方向,第一技能释放操作的操作距离用于确定第一技能的释放距离。
可选地,第一技能释放操作的操作位置可以由第一技能的释放方向和释放距离来确定,也可以由用户自行选定。
第一技能释放操作的操作位置是第一技能基于第三位置进行释放的释放位置,基于第二位置和第一技能释放操作的操作位置,确定第一技能的释放位置,即确定基于第二位置进行释放的释放位置。第一技能释放操作的操作位置与第三位置的相对位置,和第一技能的释放位置与第二位置的相对位置是相同的。
如上所述,第一技能释放操作的操作方向和操作距离可以是预先设置的默认操作方向和默认操作距离,也可以存在其中至少一项由用户自行选择的操作数据,与针对虚拟对象的第一技能释放操作相关,本申请不作限定。
在一些实施例中,在第一技能属于方向选择类的技能的情况下,基于第一技能释放操作的操作方向,确定第一技能的释放方向。第一技能的释放距离为第一技能预先配置的默认释放距离。
在一些实施例中,在第一技能属于方向选择类的技能的情况下,基于第二位置以及第一技能释放操作的操作方向和操作距离,确定第一技能的释放方向和释放距离。
基于第一技能释放操作的操作方向,确定第一技能的释放方向。基于第一技能释放操作的操作位置,确定第一技能的释放距离。可以参考图7所示,A点为移动过程的起点位置,B点为移动过程中用户执行针对虚拟对象的第一技能释放操作时,虚拟对象所处的位置,C点为移动过程的终点位置。K2线用于指示第一技能释放操作的操作方向和操作距离,K1线用于指示第一技能的释放方向和释放距离,用户在B点执行针对虚拟对象的第一技能释放操作,当虚拟对象到达C点时控制虚拟对象释放K1线所指示的技能。图7中可以看出,K1线与C点的相对位置和K2线与B点的相对位置是相同的。
在一些实施例中,在第一技能属于位置选择类的技能的情况下,基于第二位置以及第一技能释放操作的操作位置,确定第一技能的释放位置。
可以参考图8所示,A点为移动过程的起点位置,B点为移动过程中用户执行针对虚拟对象的第一技能释放操作时,虚拟对象所处的位置,C点为移动过程的终点位置。K4点为第一技能释放操作的操作位置,K3点为第一技能的释放位置,当虚拟对象到达C点时控制虚拟对象释放K3点所指示的技能。图8中可以看出,K3点与C点的相对位置和K4点与B点的相对位置是相同的。
通过在第一技能属于位置选择类的技能的情况下,基于第二位置以及第一技能释放操作的操作位置确定第一技能的释放位置,使得第一技能的释放位置与第二位置的相对位置,和第一技能释放操作的操作位置与第三位置的相对位置相同,从而可以保证所释放的第一技能符合用户输入操作时的期待,提高技能释放的准确性。
子步骤642,基于第一技能的释放参数,控制虚拟对象释放第一技能。
在第一技能属于方向选择类的技能的情况下,可以仅基于第一技能的释放方向,控制虚拟对象释放第一技能,也可以基于第一技能的释放方向和释放距离,控制虚拟对象释放第一技能。
在第一技能属于位置选择类的技能的情况下,基于第一技能的释放位置,控制虚拟对象释放第一技能。
通过获取第一技能释放操作的操作数据,结合第二位置确定第一技能的释放参数,使得第一技能是基于第二位置进行释放的技能,有效保证技能释放的准确性。
图9示出了用户输入操作对应的输出的流程图,用户在移动过程中输入第一技能释放操作,判断移动过程是否满足条件,若移动过程满足条件,则判断移动过程是否配置有缓存机制,在移动过程配置有缓存机制的情况下,控制虚拟对象基于第二位置释放第一技能。在移动过程未配置有缓存机制的情况下,不响应输入的第一技能释放操作。若移动过程不满足条件,则控制虚拟对象基于三位置释放第一技能。
在一些实施例中,在虚拟对象移动至第二位置之前的第一时间点,执行控制虚拟对象基于第二位置释放第一技能的步骤。
根据移动过程的移动时长,得到虚拟对象移动至第二位置的时间点,根据虚拟对象移动至第二位置的时间点,以及预设的时间差,确定虚拟对象移动至第二位置之前的第一时间点。
对于该时间差,本申请不作限定,由游戏开发人员自行设置。示例性地,时间差可以是0.01s,则虚拟对象移动至第二位置之前的第一时间点可以是虚拟对象移动至第二位置之前的0.01s,时间差也可以是两帧对应的时长,则虚拟对象移动至第二位置之前的第一时间点也可以是虚拟对象移动至第二位置之前的两帧对应的时间点。需要注意的是,该时间差,小于第一时间长度。本申请对于第一时间长度不作限定,但从用户角度来看,在虚拟对象移动至第二位置之前的第一时间点,控制虚拟对象基于第二位置释放第一技能,虚拟对象释放第一技能的动作与虚拟对象的移动过程是直接衔接的,其中不存在动作停顿。
在一些实施例中,在虚拟对象移动至第二位置之后的第二时间点,执行控制虚拟对象基于第二位置释放第一技能的步骤。
根据移动过程的移动时长,得到虚拟对象移动至第二位置的时间点,根据虚拟对象移动至第二位置的时间点,以及预设的时间差,确定虚拟对象移动至第二位置之后的第二时间点。
对于该时间差,本申请不作限定,由游戏开发人员自行设置。示例性地,时间差可以是0.01s,则虚拟对象移动至第二位置之后的第二时间点可以是虚拟对象移动至第二位置之后的0.01s,时间差也可以是两帧对应的时长,则虚拟对象移动至第二位置之后的第二时间点也可以是虚拟对象移动至第二位置之后的两帧对应的时间点。需要注意的是,该时间差,小于第二时间长度。本申请对于第二时间长度不作限定,但从用户角度来看,在虚拟对象移动至第二位置之后的第二时间点,控制虚拟对象基于第二位置释放第一技能,虚拟对象释放第一技能的动作与虚拟对象的移动过程是直接衔接的,其中不存在动作停顿。
在一些实施例中,在虚拟对象移动至第二位置的时间点,执行控制虚拟对象基于第二位置释放第一技能的步骤。
根据移动过程的移动时长,得到虚拟对象移动至第二位置的时间点,在虚拟对象移动至第二位置的时间点,控制虚拟对象基于第二位置释放第一技能。
通过在虚拟对象移动至第二位置之前的第一时间点,执行步骤640,可以使得第一技能的释放更加及时,而在虚拟对象移动至第二位置之后的第二时间点,执行步骤640,可以使得虚拟对象释放第一技能的动作与虚拟对象的移动过程的衔接可以更加自然,从而优化了技能的响应效果,提升操作的手感,从而提高用户体验。
请参考图10,其示出了本申请另一个实施例提供的虚拟对象的控制方法的流程图。该方法各步骤的执行主体可以是终端设备。该方法可以包括如下步骤1010~1040中的至少一个步骤:
步骤1010,显示虚拟场景,虚拟场景中包括虚拟对象。
步骤1020,响应于针对虚拟对象的位移操作,控制虚拟对象在虚拟场景中移动,位移操作用于实现将虚拟对象从虚拟场景中的第一位置移动至第二位置的移动过程。
步骤1030,在移动过程中,接收针对虚拟对象的第二技能释放操作,第二技能释放操作用于控制虚拟对象释放不具有方向性的第二技能,且第二技能释放操作是在虚拟对象移动至虚拟场景中的第四位置时收到的。
在虚拟对象移动至虚拟场景中的第四位置时,接收针对虚拟对象的第二技能释放操作。第四位置是虚拟对象从虚拟场景中的第一位置移动至第二位置的移动过程中的任意一个位置,例如,第四位置是从第一位置移动至第二位置的直线移动过程中位于直线上的任意一个位置,或,第四位置是从第一位置移动至第二位置的曲线移动过程中位于曲线上的任意一个位置,本申请对此不作限定。第四位置与第三位置可以是不同位置。针对虚拟对象的第二技能释放操作,是由用户触发的用于控制虚拟对象释放第二技能的操作。
第二技能是不具有方向性的技能,也即表示第二技能是不需要基于一个释放方向进行释放的技能。第二技能是需要即时响应的技能,即用户输入针对虚拟对象的第二技能释放操作后,应用程序需要立刻释放第二技能。示例性地,第二技能包括但不限于以下至少之一:恢复虚拟对象的生命值的技能、不具有方向性的攻击类型的技能、不具有方向性的控制类型的技能。
通常情况下,针对虚拟对象的第二技能释放操作是用户触发第二技能快捷按键的操作。用户触发第二技能快捷按键的操作是针对第二技能快捷按键的轻触操作。
在一些实施例中,在移动过程中,存储第二技能释放操作的数据。第一技能释放操作的数据包括第四位置和第二技能释放操作的操作数据,第二技能释放操作的操作数据包括第二技能的标识数据和第二技能的效果数据。
步骤1040,控制虚拟对象在第四位置释放第二技能。
在虚拟对象移动至虚拟场景中的第四位置时,响应于针对虚拟对象的第二技能释放操作,控制虚拟对象在第四位置释放第二技能。
通过对具有方向性的第二技能即时响应,控制虚拟对象在第四位置释放第二技能,使得第二技能的释放可以满足用户的技能释放需求,保证技能释放的准确性,提升操作的手感。
请参考图11,其示出了本申请另一个实施例提供的虚拟对象的控制方法的流程图。该方法各步骤的执行主体可以是终端设备。该方法可以包括如下步骤1110~1150中的至少一个步骤:
步骤1110,显示虚拟场景,虚拟场景中包括虚拟对象。
步骤1120,响应于针对虚拟对象的位移操作,控制虚拟对象在虚拟场景中移动,位移操作用于实现将虚拟对象从虚拟场景中的第一位置移动至第二位置的移动过程。
步骤1130,在移动过程中,接收针对虚拟对象的第一技能释放操作,第一技能释放操作用于控制虚拟对象释放具有方向性的第一技能,且第一技能释放操作是在虚拟对象移动至虚拟场景中的第三位置时收到的。
步骤1140,在移动过程中,若在虚拟对象移动至虚拟场景中的第五位置时,满足虚拟对象暂停移动的触发条件,控制虚拟对象在第五位置处暂停移动。
第五位置是虚拟对象从虚拟场景中的第三位置继续向第二位置移动的过程中的任意一个位置。例如,第五位置是从第三位置继续移动至第二位置的直线移动过程中位于直线上的任意一个位置,或,第五位置是从第三位置移动至第二位置的曲线移动过程中位于曲线上的任意一个位置,本申请对此不做限定。
虚拟对象暂停移动的触发条件用于迫使虚拟对象暂停虚拟场景中的移动过程,也即表示满足虚拟对象暂停移动的触发条件后,虚拟对象将暂停在虚拟场景中的第五位置。
虚拟对象暂停移动的触发条件是其他虚拟对象释放了针对虚拟对象的暂停技能,虚拟对象根据该暂停技能,在第五位置处暂停移动。其他虚拟对象释放的针对虚拟对象的暂停技能用于控制虚拟对象在第五位置处暂停移动一段时间。示例性地,其他虚拟对象释放的针对虚拟对象的暂停技能可以是冰冻技能。
步骤1150,控制虚拟对象基于第五位置释放第一技能。
这里的第一技能是基于第五位置和输入操作(第一技能释放操作)计算得到的输出。第一技能的释放参数与第五位置的相对位置,和第一技能释放操作的操作数据与第三位置的相对位置是相同的。
在一些实施例中,在虚拟对象暂停移动的起始时刻之后的第一时长结束时,执行控制虚拟对象基于第五位置释放第一技能的步骤。
即其他虚拟对象释放的针对虚拟对象的暂停技能用于控制虚拟对象在第五位置处暂停移动第一时长。
可选地,可以在虚拟对象暂停移动的起始时刻之后的第一时长结束之前的第一时间点,执行步骤1150。也可以在虚拟对象暂停移动的起始时刻之后的第一时长结束之后的第二时间点,执行步骤1150。也可以在虚拟对象暂停移动的起始时刻之后的第一时长结束的时间点,执行步骤1150。
通过在虚拟对象暂停移动的起始时刻之后的第一时长结束时,执行步骤1150,使得可以在虚拟对象停止暂停后及时响应第一技能释放操作,降低虚拟对象继续遭受其他虚拟对象攻击的可能性,提升游戏的丰富度,吸引用户对于游戏程序的关注度。
在一些实施例中,若接收第一技能释放操作之后、第一时长结束之前,未接收到针对虚拟对象的任一技能释放操作,则在第一时长结束时,执行步骤1150。
在一些实施例中,若接收第一技能释放操作之后、第一时长结束之前,接收到针对虚拟对象的第三技能释放操作,则控制虚拟对象基于第五位置释放第三技能。其中,第三技能释放操作用于控制虚拟对象释放具有或不具有方向性的第三技能。
即,若在满足虚拟对象暂停移动的触发条件,控制虚拟对象在第五位置处暂停移动的情况下,在第一时长结束时,控制虚拟对象基于第五位置响应接收到的最近一次技能释放操作。
若最近一次技能释放操作,为虚拟对象移动至虚拟场景中的第三位置时收到的第一技能释放操作,则在虚拟对象暂停移动的起始时刻之后的第一时长结束时,控制虚拟对象基于第五位置释放第一技能。
若最近一次技能释放操作,为接收第一技能释放操作之后、第一时长结束之前,接收到的针对虚拟对象的第三技能释放操作,则在虚拟对象暂停移动的起始时刻之后的第一时长结束时,控制虚拟对象基于第五位置释放第三技能。
这里对于针对虚拟对象的第三技能释放操作,可以是针对虚拟对象的任意技能的释放操作,本申请不作具体限定。
通过上述方法丰富了游戏的运行机制,从而提升用户对于游戏的兴趣度和关注度,提升用户体验。
下述为本申请装置实施例,可以用于执行本申请方法实施例。对于本申请装置实施例中未披露的细节,请参照本申请方法实施例。
请参考图12,其示出了本申请一个实施例提供的虚拟对象的控制装置的框图。该装置具有实现上述虚拟对象的控制方法的功能,所述功能可以由硬件实现,也可以由硬件执行相应的软件实现。该装置可以是上文介绍的终端设备,也可以设置在终端设备中。如图12所示,该装置1200可以包括:对象显示模块1210、移动控制模块1220、操作接收模块1230和技能控制模块1240。
对象显示模块1210,用于显示虚拟场景,所述虚拟场景中包括虚拟对象。
移动控制模块1220,用于响应于针对所述虚拟对象的位移操作,控制所述虚拟对象在所述虚拟场景中移动,所述位移操作用于实现将所述虚拟对象从所述虚拟场景中的第一位置移动至第二位置的移动过程。
操作接收模块1230,用于在所述移动过程中,接收针对所述虚拟对象的第一技能释放操作,所述第一技能释放操作用于控制所述虚拟对象释放具有方向性的第一技能,且所述第一技能释放操作是在所述虚拟对象移动至所述虚拟场景中的第三位置时收到的,所述第三位置是所述虚拟对象从所述虚拟场景中的所述第一位置移动至所述第二位置的移动过程中的任意一个位置。
技能控制模块1240,用于控制所述虚拟对象基于所述第二位置释放所述第一技能。
在一些实施例中,所述技能控制模块1240,用于:
在所述移动过程满足条件的情况下,执行所述控制所述虚拟对象基于所述第二位置释放所述第一技能的步骤。
在一些实施例中,所述条件包括以下至少一项:
所述虚拟对象的移动速度大于或等于速度阈值;
所述移动过程的移动时长小于或等于时长阈值;
所述移动过程的移动距离小于或等于距离阈值。
在一些实施例中,所述技能控制模块1240,用于:
在所述移动过程不满足所述条件的情况下,控制所述虚拟对象基于所述第三位置释放所述第一技能。
在一些实施例中,所述技能控制模块1240,用于:
基于所述第二位置以及所述第一技能释放操作的操作数据,确定所述第一技能的释放参数,其中,所述第一技能释放操作的操作数据用于指示所述第一技能释放操作的操作方向、操作距离和操作位置中的至少之一,所述第一技能的释放参数用于指示所述第一技能的释放方向、释放距离和释放位置中的至少之一;
基于所述第一技能的释放参数,控制所述虚拟对象释放所述第一技能。
在一些实施例中,所述技能控制模块1240,用于:
在所述第一技能属于方向选择类的技能的情况下,基于所述第二位置以及所述第一技能释放操作的操作方向和操作距离,确定所述第一技能的释放方向和释放距离;
或者,
在所述第一技能属于位置选择类的技能的情况下,基于所述第二位置以及所述第一技能释放操作的操作位置,确定所述第一技能的释放位置。
在一些实施例中,所述装置1200还包括数据存储模块,所述数据存储模块,用于:
在所述移动过程中,存储所述移动过程的数据和所述第一技能释放操作的数据,其中,所述移动过程的数据包括以下至少之一:所述第一位置、所述第二位置、所述虚拟对象的移动速度、所述移动过程的移动时长、所述移动过程的移动距离,所述第一技能释放操作的数据包括:所述第三位置和所述第一技能释放操作的数据。
在一些实施例中,所述技能控制模块1240,用于:
在所述虚拟对象移动至所述第二位置之前的第一时间点,执行所述控制所述虚拟对象基于所述第二位置释放所述第一技能的步骤;
或者,
在所述虚拟对象移动至所述第二位置之后的第二时间点,执行所述控制所述虚拟对象基于所述第二位置释放所述第一技能的步骤;
或者,
在所述虚拟对象移动至所述第二位置的时间点,执行所述控制所述虚拟对象基于所述第二位置释放所述第一技能的步骤。
在一些实施例中,所述操作接收模块1230,用于在所述移动过程中,接收针对所述虚拟对象的第二技能释放操作,所述第二技能释放操作用于控制所述虚拟对象释放不具有方向性的第二技能,且所述第二技能释放操作是在所述虚拟对象移动至所述虚拟场景中的第四位置时收到的,所述第四位置是所述虚拟对象从所述虚拟场景中的所述第一位置移动至所述第二位置的移动过程中的任意一个位置。
所述技能控制模块1240,用于控制所述虚拟对象在所述第四位置释放所述第二技能。
在一些实施例中,所述装置1200还包括暂停控制模块,所述暂停控制模块,用于:
在所述移动过程中,若在所述虚拟对象移动至所述虚拟场景中的第五位置时,满足所述虚拟对象暂停移动的触发条件,控制所述虚拟对象在所述第五位置处暂停移动,所述第五位置是所述虚拟对象从所述虚拟场景中的所述第三位置继续向所述第二位置移动的过程中的任意一个位置;
控制所述虚拟对象基于所述第五位置释放所述第一技能。
在一些实施例中,所述暂停控制模块,用于:
在所述虚拟对象暂停移动的起始时刻之后的第一时长结束时,执行所述控制所述虚拟对象基于所述第五位置释放所述第一技能的步骤。
在一些实施例中,所述暂停控制模块,用于:
若接收所述第一技能释放操作之后、所述第一时长结束之前,未接收到针对所述虚拟对象的任一技能释放操作,则在所述第一时长结束时,执行所述控制所述虚拟对象基于所述第五位置释放所述第一技能的步骤;
若接收所述第一技能释放操作之后、所述第一时长结束之前,接收到针对所述虚拟对象的第三技能释放操作,则控制所述虚拟对象基于所述第五位置释放第三技能,其中,所述第三技能释放操作用于控制所述虚拟对象释放具有或不具有方向性的第三技能。
需要说明的是,上述实施例提供的装置,在实现其功能时,仅以上述各功能模块的划分进行举例说明,实际应用中,可以根据需要而将上述功能分配由不同的功能模块完成,即将设备的内容结构划分成不同的功能模块,以完成以上描述的全部或者部分功能。另外,上述实施例提供的装置与方法实施例属于同一构思,其具体实现过程详见方法实施例,这里不再赘述。
请参考图13,其示出了本申请一个实施例提供的计算机设备1300的结构框图。该计算机设备1300可以是任何具备数据计算、处理和存储功能的电子设备。该计算机设备1300可用于实现上述实施例中提供的虚拟对象的控制方法。该计算机设备1300可以是终端设备。
通常,计算机设备1300包括有:处理器1301和存储器1302。
处理器1301可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器1301可以采用DSP(Digital Signal Processing,数字信号处理)、FPGA(Field Programmable Gate Array,现场可编程门阵列)、PLA(Programmable Logic Array,可编程逻辑阵列)中的至少一种硬件形式来实现。处理器1301也可以包括主处理器和协处理器,主处理器是用于对在唤醒状态下的数据进行处理的处理器,也称CPU(Central Processing Unit,中央处理器);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器1301可以在集成有GPU(Graphics Processing Unit,图像处理器),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器1301还可以包括AI处理器,该AI处理器用于处理有关机器学习的计算操作。
存储器1302可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是非暂态的。存储器1302还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。在一些实施例中,存储器1302中的非暂态的计算机可读存储介质用于存储计算机程序,所述计算机程序经配置以由一个或者一个以上处理器执行,以实现上述虚拟对象的控制方法。
本领域技术人员可以理解,图13中示出的结构并不构成对计算机设备1300的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
在示意性实施例中,还提供了一种计算机可读存储介质,所述存储介质中存储有计算机程序,所述计算机程序在被计算机设备的处理器执行时实现上述虚拟对象的控制方法。可选地,上述计算机可读存储介质可以是ROM(Read-Only Memory,只读存储器)、RAM(Random Access Memory,随机存取存储器)、CD-ROM(Compact Disc Read-Only Memory,只读光盘)、磁带、软盘和光数据存储设备等。
在示例性实施例中,还提供了一种计算机程序产品,该计算机程序产品包括计算机程序,该计算机程序存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机程序,处理器执行该计算机程序,使得该计算机设备执行上述虚拟对象的控制方法。
需要说明的是,本申请在收集用户的相关数据之前以及在收集用户的相关数据的过程中,都可以显示提示界面、弹窗或输出语音提示信息,该提示界面、弹窗或语音提示信息用于提示用户当前正在搜集其相关数据,使得本申请仅仅在获取到用户对该提示界面或者弹窗发出的确认操作后,才开始执行获取用户相关数据的相关步骤,否则(即未获取到用户对该提示界面或者弹窗发出的确认操作时),结束获取用户相关数据的相关步骤,即不获取用户的相关数据。换句话说,本申请所采集的所有用户数据,处理严格根据相关国家法律法规的要求,获取个人信息主体的知情同意或单独同意都是在用户同意并授权的情况下进行采集的,并在法律法规及个人信息主体的授权范围内,开展后续数据使用及处理行为且相关用户数据的收集、使用和处理需要遵守相关国家和地区的相关法律法规和标准。
应当理解的是,在本文中提及的“多个”是指两个或两个以上。“和/或”,描述关联对象的关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B这三种情况。字符“/”一般表示前后关联对象是一种“或”的关系。另外,本文中描述的步骤编号,仅示例性示出了步骤间的一种可能的执行先后顺序,在一些其它实施例中,上述步骤也可以不按照编号顺序来执行,如两个不同编号的步骤同时执行,或者两个不同编号的步骤按照与图示相反的顺序执行,本申请实施例对此不作限定。
以上所述仅为本申请的示例性实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。
Claims (16)
- 一种虚拟对象的控制方法,所述方法由终端设备执行,所述方法包括:显示虚拟场景,所述虚拟场景中包括虚拟对象;响应于针对所述虚拟对象的位移操作,控制所述虚拟对象在所述虚拟场景中移动,所述位移操作用于实现将所述虚拟对象从所述虚拟场景中的第一位置移动至第二位置的移动过程;在所述移动过程中,接收针对所述虚拟对象的第一技能释放操作,所述第一技能释放操作用于控制所述虚拟对象释放具有方向性的第一技能,且所述第一技能释放操作是在所述虚拟对象移动至所述虚拟场景中的第三位置时收到的,所述第三位置是所述虚拟对象从所述虚拟场景中的所述第一位置移动至所述第二位置的移动过程中的任意一个位置;控制所述虚拟对象基于所述第二位置释放所述第一技能。
- 根据权利要求1所述的方法,其中,所述方法还包括:在所述移动过程满足条件的情况下,执行所述控制所述虚拟对象基于所述第二位置释放所述第一技能的步骤。
- 根据权利要求2所述的方法,其中,所述条件包括以下至少一项:所述虚拟对象的移动速度大于或等于速度阈值;所述移动过程的移动时长小于或等于时长阈值;所述移动过程的移动距离小于或等于距离阈值。
- 根据权利要求2或3所述的方法,其中,所述方法还包括:在所述移动过程不满足所述条件的情况下,控制所述虚拟对象基于所述第三位置释放所述第一技能。
- 根据权利要求1至4任一项所述的方法,其中,所述控制所述虚拟对象基于所述第二位置释放所述第一技能,包括:基于所述第二位置以及所述第一技能释放操作的操作数据,确定所述第一技能的释放参数,其中,所述第一技能释放操作的操作数据用于指示所述第一技能释放操作的操作方向、操作距离和操作位置中的至少之一,所述第一技能的释放参数用于指示所述第一技能的释放方向、释放距离和释放位置中的至少之一;基于所述第一技能的释放参数,控制所述虚拟对象释放所述第一技能。
- 根据权利要求5所述的方法,其中,所述基于所述第二位置以及所述第一技能释放操作的操作数据,确定所述第一技能的释放参数,包括:在所述第一技能属于方向选择类的技能的情况下,基于所述第二位置以及所述第一技能释放操作的操作方向和操作距离,确定所述第一技能的释放方向和释放距离;或者,在所述第一技能属于位置选择类的技能的情况下,基于所述第二位置以及所述第一技能释放操作的操作位置,确定所述第一技能的释放位置。
- 根据权利要求1至6任一项所述的方法,其中,所述方法还包括:在所述移动过程中,存储所述移动过程的数据和所述第一技能释放操作的数据,其中,所述移动过程的数据包括以下至少之一:所述第一位置、所述第二位置、所述虚拟对象的移动速度、所述移动过程的移动时长、所述移动过程的移动距离,所述第一技能释放操作的数据包括:所述第三位置和所述第一技能释放操作的数据。
- 根据权利要求1至7任一项所述的方法,其中,所述方法还包括:在所述虚拟对象移动至所述第二位置之前的第一时间点,执行所述控制所述虚拟对象基于所述第二位置释放所述第一技能的步骤;或者,在所述虚拟对象移动至所述第二位置之后的第二时间点,执行所述控制所述虚拟对象基于所述第二位置释放所述第一技能的步骤;或者,在所述虚拟对象移动至所述第二位置的时间点,执行所述控制所述虚拟对象基于所述第二位置释放所述第一技能的步骤。
- 根据权利要求1至8任一项所述的方法,其中,所述方法还包括:在所述移动过程中,接收针对所述虚拟对象的第二技能释放操作,所述第二技能释放操作用于控制所述虚拟对象释放不具有方向性的第二技能,且所述第二技能释放操作是在所述虚拟对象移动至所述虚拟场景中的第四位置时收到的,所述第四位置是所述虚拟对象从所述虚拟场景中的所述第一位置移动至所述第二位置的移动过程中的任意一个位置;控制所述虚拟对象在所述第四位置释放所述第二技能。
- 根据权利要求1至9任一项所述的方法,其中,所述接收针对所述虚拟对象的第一技能释放操作之后,还包括:在所述移动过程中,若在所述虚拟对象移动至所述虚拟场景中的第五位置时,满足所述虚拟对象暂停移动的触发条件,控制所述虚拟对象在所述第五位置处暂停移动,所述第五位置是所述虚拟对象从所述虚拟场景中的所述第三位置继续向所述第二位置移动的过程中的任意一个位置;控制所述虚拟对象基于所述第五位置释放所述第一技能。
- 根据权利要求10所述的方法,其中,所述方法还包括:在所述虚拟对象暂停移动的起始时刻之后的第一时长结束时,执行所述控制所述虚拟对象基于所述第五位置释放所述第一技能的步骤。
- 根据权利要求11所述的方法,其中,所述方法还包括:若接收所述第一技能释放操作之后、所述第一时长结束之前,未接收到针对所述虚拟对象的任一技能释放操作,则在所述第一时长结束时,执行所述控制所述虚拟对象基于所述第五位置释放所述第一技能的步骤;若接收所述第一技能释放操作之后、所述第一时长结束之前,接收到针对所述虚拟对象的第三技能释放操作,则控制所述虚拟对象基于所述第五位置释放第三技能,其中,所述第三技能释放操作用于控制所述虚拟对象释放具有或不具有方向性的第三技能。
- 一种虚拟对象的控制装置,所述装置包括:对象显示模块,用于显示虚拟场景,所述虚拟场景中包括虚拟对象;移动控制模块,用于响应于针对所述虚拟对象的位移操作,控制所述虚拟对象在所述虚拟场景中移动,所述位移操作用于实现将所述虚拟对象从所述虚拟场景中的第一位置移动至第二位置的移动过程;操作接收模块,用于在所述移动过程中,接收针对所述虚拟对象的第一技能释放操作,所述第一技能释放操作用于控制所述虚拟对象释放具有方向性的第一技能,且所述第一技能释放操作是在所述虚拟对象移动至所述虚拟场景中的第三位置时收到的,所述第三位置是所述虚拟对象从所述虚拟场景中的所述第一位置移动至所述第二位置的移动过程中的任意一个位置;技能控制模块,用于控制所述虚拟对象基于所述第二位置释放所述第一技能。
- 一种终端设备,所述终端设备包括处理器和存储器,所述存储器中存储有计算机程序,所述计算机程序由所述处理器加载并执行以实现如权利要求1至12任一项所述的虚拟对象的控制方法。
- 一种计算机可读存储介质,所述计算机可读存储介质中存储有计算机程序,所述计算机程序由处理器加载并执行以实现如权利要求1至12任一项所述的虚拟对象的控制方法。
- 一种计算机程序产品,所述计算机程序产品包括计算机程序,所述计算机程序由处理器加载并执行以实现如权利要求1至12任一项所述的虚拟对象的控制方法。
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